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	<id>https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DeltaOne</id>
	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://www.buildlogs.org/wiki/Special:Contributions/DeltaOne"/>
	<updated>2026-04-06T11:05:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Resident_Evil:_Death_Island&amp;diff=1604451</id>
		<title>Talk:Resident Evil: Death Island</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Resident_Evil:_Death_Island&amp;diff=1604451"/>
		<updated>2023-08-20T21:23:01Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Other Weapons==&lt;br /&gt;
&lt;br /&gt;
Watched this on my Series S this afternoon, so couldn't get screen caps. But what I managed to see:&lt;br /&gt;
&lt;br /&gt;
Claire's pistol appears to be a CZ Shadow 2, which if it is makes it slightly anachronistic by a year since the film is set in 2015 and the Shadow 2 didn't release until 2016. During the final fight it looks like her pistol changes to another 92FS.&lt;br /&gt;
&lt;br /&gt;
Leon hands Jill a stainless compact 1911 variant when they encounter each other in the tunnels below Alcatraz.&lt;br /&gt;
&lt;br /&gt;
Chris appears to use a 92FS as well.&lt;br /&gt;
&lt;br /&gt;
When Dylan's team arrives in Raccoon City, he has what looks like a Glock with an OD slide in a chest holster, but it's never seen when they end up in the office of the meat plant.&lt;br /&gt;
&lt;br /&gt;
Jill uses the Scalable Offensive Hand Grenade at the end to finish Dylan.&lt;br /&gt;
&lt;br /&gt;
I think that's all I got for now.&lt;br /&gt;
&lt;br /&gt;
--[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 01:39, 2 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I discovered a pamphlet on the RE wiki listing all weapons from the film (thought some are missing like Jill’s grenade, USS handgun and the M2 Browning) here is the list (there is maybe some mistakes but I only list what they put):&lt;br /&gt;
*SIG Sauer P226E2 Beavertail “Sentinel Nine” (Leon’s sidearm)&lt;br /&gt;
*Beretta M9A1 “Samurai Edge A1” (Jill’s first sidearm)&lt;br /&gt;
*Springfield Armory V10 Ultra Compact (Jill’s second sidearm given by Leon)&lt;br /&gt;
*[[Resident_Evil:_Village#Beretta_92FS_.22Samurai_Edge.22|Beretta 92FS “Samurai Edge - Albert.W.Model 01P”]] (Chris’ sidearm)&lt;br /&gt;
*Beretta 92F (Rebecca’s sidearm)&lt;br /&gt;
*CZ75 (Claire’s sidearm)&lt;br /&gt;
*Colt 357 Magnum Custom (Dylan’s sidearm)&lt;br /&gt;
*Colt M4 (SWAT, Jill and Chris)&lt;br /&gt;
*H&amp;amp;K MP5A3 (USS at the beginning)&lt;br /&gt;
*Colt M16 (I would say a A2) (Alcatraz security guard)&lt;br /&gt;
*Saco M60 (Chris)&lt;br /&gt;
*RPG-7 (Chris)&lt;br /&gt;
*M202 (Chris)&lt;br /&gt;
*SMAW (Claire)&lt;br /&gt;
*M72 LAW (Rebecca)&lt;br /&gt;
*Atchinson AA-12 (Leon)&lt;br /&gt;
*Remington M870 Breacher (Jill)&lt;br /&gt;
&lt;br /&gt;
:Fictional weapons &lt;br /&gt;
*Plasma Jet (Jill)&lt;br /&gt;
*Final Weapon (ridiculously gigantic rocket launcher used by Chris and Leon)&lt;br /&gt;
&lt;br /&gt;
:I’ll post images of the weapons in the pamphlet when I get access to my computer (I sucks at editing on my phone)&lt;br /&gt;
--[[User:Fox357mag|Fox357mag]] ([[User talk:Fox357mag|talk]]) 03:27, 20 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Here are the pictures of the movie's weapons&lt;br /&gt;
[[File:Death Island Weapons.jpg|thumb|400px|none|]]&lt;br /&gt;
[[File:Death Island Weapons2.jpg|thumb|400px|none|]]&lt;br /&gt;
::--[[User:Fox357mag|Fox357mag]] ([[User talk:Fox357mag|talk]]) 14:57, 20 August 2023 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Yeah, that CZ is straight up a Shadow 2 variant. The standard 75 looks nothing like it. Everything else looks pretty spot on. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 21:23, 20 August 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Resident_Evil:_Death_Island&amp;diff=1601476</id>
		<title>Talk:Resident Evil: Death Island</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Resident_Evil:_Death_Island&amp;diff=1601476"/>
		<updated>2023-08-02T07:10:09Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Other Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Other Weapons==&lt;br /&gt;
&lt;br /&gt;
Watched this on my Series S this afternoon, so couldn't get screen caps. But what I managed to see:&lt;br /&gt;
&lt;br /&gt;
Claire's pistol appears to be a CZ Shadow 2, which if it is makes it slightly anachronistic by a year since the film is set in 2015 and the Shadow 2 didn't release until 2016. During the final fight it looks like her pistol changes to another 92FS.&lt;br /&gt;
&lt;br /&gt;
Leon hands Jill a stainless compact 1911 variant when they encounter each other in the tunnels below Alcatraz.&lt;br /&gt;
&lt;br /&gt;
Chris appears to use a 92FS as well.&lt;br /&gt;
&lt;br /&gt;
When Dylan's team arrives in Raccoon City, he has what looks like a Glock with an OD slide in a chest holster, but it's never seen when they end up in the office of the meat plant.&lt;br /&gt;
&lt;br /&gt;
Jill uses the Scalable Offensive Hand Grenade at the end to finish Dylan.&lt;br /&gt;
&lt;br /&gt;
I think that's all I got for now.&lt;br /&gt;
&lt;br /&gt;
--[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 01:39, 2 August 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Resident_Evil:_Death_Island&amp;diff=1601433</id>
		<title>Talk:Resident Evil: Death Island</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Resident_Evil:_Death_Island&amp;diff=1601433"/>
		<updated>2023-08-02T01:39:34Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: Created page with &amp;quot;==Other Weapons==  Watched this on my Series S this afternoon, so couldn't get screen caps. But what I managed to see:  Claire's pistol appears to be a CZ Shadow 2, which if i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Other Weapons==&lt;br /&gt;
&lt;br /&gt;
Watched this on my Series S this afternoon, so couldn't get screen caps. But what I managed to see:&lt;br /&gt;
&lt;br /&gt;
Claire's pistol appears to be a CZ Shadow 2, which if it is makes it slightly anachronistic by a year since the film is set in 2015 and the Shadow 2 didn't release until 2016. During the final fight it looks like her pistol changes to another 92FS.&lt;br /&gt;
&lt;br /&gt;
Leon hands Jill a stainless compact 1911 variant when they encounter each other in the tunnels below Alcatraz.&lt;br /&gt;
&lt;br /&gt;
Chris appears to use a 92FS as well.&lt;br /&gt;
&lt;br /&gt;
When Dylan's team arrives in Raccoon City, he has what looks like a Glock with an OD slide in a chest holster, but it's never seen when they end up in the office of the meat plant.&lt;br /&gt;
&lt;br /&gt;
I think that's all I got for now.&lt;br /&gt;
&lt;br /&gt;
--[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 01:39, 2 August 2023 (UTC)&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1601431</id>
		<title>Resident Evil: Death Island</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil:_Death_Island&amp;diff=1601431"/>
		<updated>2023-08-02T00:38:08Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
[[File:RE DI poster.jpg|thumb|right|300px|''Resident Evil: Death Island'' (2023)]]&lt;br /&gt;
'''''Resident Evil: Death Island''''' is the 2023 Japanese adult computer-animated action movie set in the ''[[Resident Evil]]'' universe take place after ''[[Resident Evil: Vendetta]]'', ''[[Resident Evil 6]]'' and before ''[[Resident Evil 7]]'' and the fifth installment and fourth film in the animated ''Resident Evil'' series.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==SIG-Sauer P226 Beavertail &amp;quot;Sentinel Nine&amp;quot;==&lt;br /&gt;
Leon's main weapon, known as the &amp;quot;Sentinel Nine&amp;quot;, is a custom [[SIG-Sauer P226 Beavertail]] made especially for DSO Members. Leon uses it against Maria during the highway motorcycle chase scene and continues to use it for the remainder of the film.&lt;br /&gt;
[[File:Leon_sentinel_nine.jpg|thumb|none|350px|Tokyo Marui Sentinel Nine &amp;quot;Leon Model&amp;quot;]]&lt;br /&gt;
[[File:Screenshot 20230726 162759.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
The customized [[Beretta 92FS]] aka &amp;quot;Samurai Edge&amp;quot; makes a return as Jill's sidearm. She uses it at the beginning of the film and carries it until the outbreak on Alcatraz, losing it (again) shortly thereafter. Rebecca also appears to carry her own Samurai Edge when she arrives on Alcatraz.&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|350px|Tokyo Marui Beretta 92FS &amp;quot;Samurai Edge&amp;quot;]]&lt;br /&gt;
[[File:Screenshot_20230726_165024.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler and Koch MP5A3==&lt;br /&gt;
Dylan Blake and the other UBCS operators responding to the 1998 Raccoon City Incident carry the H&amp;amp;K MP5A3 as their main firearms.&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington Model 870==&lt;br /&gt;
During the final battle, Jill opens a weapons case and finds the [[Remington Model 870]], firing it at Dylan alongside Chris using the [[M60]].&lt;br /&gt;
[[File:FuQOLdyXoAAerP8 (1).jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AA-12==&lt;br /&gt;
Leon finds an AA-12 with drum mag at the armory and uses it during the fight against Dylan. The AA-12 is shown to have a significantly higher fire rate than it's capable of in reality.&lt;br /&gt;
[[File:AA-12_CQB.jpg|thumb|none|450px|MPS AA-12 CQB - 12 gauge]]&lt;br /&gt;
[[File:LeonDeathIslandPromo.jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 234106.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230726 233855.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt M4==&lt;br /&gt;
Jill takes an M4 from an Alcatraz security officer during the initial outbreak on the island, using it as a melee club and then discarding it when it runs out of ammo. She finds another M4 in the armory during the final battle with Dylan and uses it to no real effect, discarding it again. The M4 is also seen being carried by SWAT officers responding with Chris at the beginning of the movie and another SWAT team escorting Rebecca to Alcatraz.&lt;br /&gt;
[[File:Screenshot 20230727 023717.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Screenshot 20230727 023532.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==M60==&lt;br /&gt;
Chris finds an [[M60]] in the armory during the final fight, using it against Dylan's mutated form to no real effect.&lt;br /&gt;
[[File:M60.jpg|thumb|none|450px|M60 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:10978899b3 (1).jpg|thumb|none|450px]]&lt;br /&gt;
[[File:Screenshot 20230726 223105.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
Chris uses a Humvee-mounted [[Browning M2HB]] to distract Dylan's mutated form. Dylan destroys the vehicle seconds later, sending Leon and Chris flying.&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202 FLASH==&lt;br /&gt;
Chris finds an [[M202 FLASH]] in the Alcatraz armory and uses it against Dylan's mutated form during the final fight, the rockets having no real effect. This is an homage to using the M202 against the Tyrant in the original Resident Evil.&lt;br /&gt;
[[File:M202A2_FLASH.JPG|thumb|none|450px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:Screenshot 20230727 015044.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M72 LAW==&lt;br /&gt;
Rebecca uses an [[M72 LAW]] alongside Claire using a SMAW trying to take down Dylan's mutated form. Neither rocket has any real effect on the creature.&lt;br /&gt;
[[File:M72A2LAW.jpg|thumb|none|450px|M72A2 LAW - 66mm]]&lt;br /&gt;
[[File:RE3 1kDF2P5.width-800.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
[[Category:Anime]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Japanese Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1542062</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1542062"/>
		<updated>2022-12-18T23:11:50Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Magpul PDR-C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in DC for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents. Upon defeating each of these rogue agents the player is given a special legendary variant of a gun with a description from the agent that the player earns it off of. Additionally, when the player starts the Warlords of New York campaign (which they can do with any character, even a brand new one), they're fast tracked to level 30 if they haven't achieved it already and given a customized, level 30, Superior-grade gun of each category.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
== Beretta M9==&lt;br /&gt;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is limited by the inability to mount frame and slide attachments, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; (a reference to the Mozambique drill) can be taken off of Rogue Division Agent Javier Kajika. It has a special trait in which landing a body shot gives a +50% bonus headshot damage. This can do this with up to two body shots for double headshot damage. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is suppose to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paper weight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|300px|FNP-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] is used by the Player's character, Agent Sanders, and Agent Alani Kelso during cutscenes.&lt;br /&gt;
[[Image:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;. A Custom PF45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the pistol category.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
[[File:Division2 Rhino Echo.jpg|thumb|none|600px|A duo of True Sons in an Echo reconstruction, one of which is armed with a Rhino 40DS for the maximum cyberpunk look here.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[File:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
[[File:Division2 586 Milita.jpg|thumb|none|600px|Two D.C. citizen militia practice with Model 586s at a range challenge.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics and sometimes by Rogue Division agents. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;. A UMP-45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the submachine gun category.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
[[File:Division2 USC Ellis.jpg|thumb|none|600px|President Ellis channels his [[Air Force One| Harrison]] [[Harrison Ford| Ford]] with a USC, although the model seems to be bugged with a stock UMP as well.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
[[File:Division2 M1928A1 (1).jpg|thumb|none|600px|Reloading the Thompson M1928A1 - lining in another magazine.]]&lt;br /&gt;
[[File:Division2 M1928A1 (2).jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles and Carbines=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features a Midwest Industries extended AK handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74(plum).jpg|thumb|500px|none|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C. The Lightweight variant with an ACOG attached was used by rogue agents Carter Leroux and Faye Lau.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[File:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[File:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
[[File:Division2 M16A2 (1).jpg|thumb|none|600px|Reloading a M16A2 with a muzzle brake and a rather silly looking Aimpoint T1 sitting on a riser for added height-over-bore.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300 BB.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 with burnt bronze finish - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game. A CTAR-21 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the assault rifle category.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:FAMAS Valorise EoTech.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard. The Shield Splinterer is a named version of the rifle with an ornate finish and an EoTech EXPS-3. It provides a talent called Perfectly Optimistic, in which the weapon's damage is increased by 40% for every 10% of the magazine fired. The weapon itself is obtained by defeating all 12 of the original DC Hunters and recovering 8 Ivory Keys to unlock the rifle's case at the Base Of Operations.&lt;br /&gt;
&lt;br /&gt;
The standard weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen and occasionally used by Rogue Agents. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3. &lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
[[File:Division2 G36KA4 (0).jpg|thumb|none|600px|Closeup of a kitted-out G36KA4.]]&lt;br /&gt;
[[File:Division2 G36KA4 (1).jpg|thumb|none|600px|Reloading with a STANAG...]]&lt;br /&gt;
[[File:Division2 G36KA4 (2).jpg|thumb|none|600px|...and charging the G36.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
An Exotic version known as Capacitor can drop from enemies or be obtained from Exotic caches. The weapon has a chrome red finish and a Trijicon ACOG on the top of the receiver. Shooting enemies with the rifle provides a small bonus to the player's skill damage and the weapon's damage itself is boosted by 7.5% for every skill tier the player has, making the rifle a solid primary choice for skill-based players. &lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen and occasionally by Rogue Agents. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[File:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
[[File:Division2 ACR (1).jpg|thumb|none|600px|Reloading a customized Bushmaster with another STANAG mag.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SG556==&lt;br /&gt;
The classic [[SIG SG 556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG SG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==TKB-408==&lt;br /&gt;
The [[TKB-408]] was introduced to the game with the release of Update 15.&lt;br /&gt;
[[Image:TKB-408.jpg|thumb|none|500px|TKB-408 - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2TKB408.jpg|thumb|none|600px|A preview of the TKB-408. How such an obscure Soviet prototype made it to D.C. is not explained.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[File:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
[[File:Division2 LVOA-C (1).jpg|thumb|none|600px|A masked operative stands ready with his LVOA, equipped with an Aimpoint and PEQ.]]&lt;br /&gt;
[[File:Division2 LVOA-C (2).jpg|thumb|none|600px|Reloading a PMag-40 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Oh God, Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
[[File:Division2 MC7 (1).jpg|thumb|none|600px|A masked Agent poses with a scoped MC7.]]&lt;br /&gt;
[[File:Division2 MC7 (2).jpg|thumb|none|600px|Reloading with a PMag.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[File:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[File:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[File:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 SA58 (1).jpg|thumb|600px|none|Preview of the Tactical SA-58. It actually has the correct &amp;quot;Barrington, IL&amp;quot; manufacturer marking, and &amp;quot;SA58&amp;quot; is written on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the military FALs, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[File:Division2 FAL.JPG|thumb|600px|none|Preview of the wood-furnished FAL.]]&lt;br /&gt;
[[File:Division2 FAL (1).jpg|thumb|none|600px|A brushtroke-camoed FAL in the hands of an agent making his way to the George Bush War.]]&lt;br /&gt;
[[File:Division2 FAL (2).jpg|thumb|none|600px|Reloading the FAL under some better lighting from the morning sun.]]&lt;br /&gt;
[[File:Division2 FAL (3).jpg|thumb|none|600px|When left-shouldered, the agent works the charging handle in an underhanded-style.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot; and &amp;quot;Military Mk17&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[File:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[File:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:Division2 SCAR17 (1).jpg|thumb|none|600px|A closeup of a customized &amp;quot;Police&amp;quot; SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game, once again being a hybrid of the original 716 and the G2 version. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which is the 716 Patrol variant with 16 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, which uses uses an aftermarket Fortis Night Rail handguard and the shorter 716 CQB's 12.5 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[File:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SIG716G2 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716G2 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
[[File:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[File:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;  An M1A CQB is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Rifle&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
[[File:Division2 SOCOM 16 (1).jpg|thumb|none|600px|Reloading the SOCOM 16 in the JAE stock along the dried up National Mall. Note the correctly locked back bolt.]]&lt;br /&gt;
[[File:Division2 SOCOM 16 (2).jpg|thumb|none|600px|As the Agent is holding the M1A left handed here, the charging handle is pulled with his right hand.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M4 NFA Salient (1).jpg|thumb|none|600px|An Agent armed with the Salient shorty Benelli observes ''[https://upload.wikimedia.org/wikipedia/commons/b/b8/Surrender_of_Lord_Cornwallis.jpg The Surrender of Lord Cornwallis]'' painting. He's also got an M60 on his back.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision SIX12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|500px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[File:Division2 Doublebarrel Statue.jpg|thumb|none|600px|A seemingly fictional equestrian statue of an unknown woman found at the intersection of Virginia Avenue and 18th Street. In reality, this is actually where the ''Simón Bolívar The Liberator'' statue is located - he faces forward and wields a cavalry saber.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively. A Remington 870 Field Gun is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the shotgun category.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] returns and appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
[[File:Division2 L86A2 (1).jpg|thumb|none|600px|Reloading a SureFire style magazine into a customized L86A2.]]&lt;br /&gt;
[[File:Division2 L86A2 (2).jpg|thumb|none|600px|Charging it from the side.]]&lt;br /&gt;
[[File:Division2 L86A2 (3).jpg|thumb|none|600px|The reload as seen from the left shoulder, a fairly unusual procedure given the SA80 series' requirement of a right-handed manual-of-arms.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's. &lt;br /&gt;
&lt;br /&gt;
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 46 Mod 0 ==&lt;br /&gt;
The [[M249|Mk 46 Mod 0]] returns as the &amp;quot;Military Mk 46&amp;quot;. It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GR9S==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GR9S]] was introduced to the game with the release of Update 15. Despite being depicted with its &amp;quot;sand&amp;quot; finish, it appears simply as the &amp;quot;GR9.&amp;quot;&lt;br /&gt;
[[File:HKGR9S.JPG|thumb|none|400px|Heckler &amp;amp; Koch GR9S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2GR9.jpg|thumb|none|600px|A preview of the GR9S. One ventures to guess how it is able to operate sans-magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire, but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (prototype 3D render)]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
[[File:Division2 LAMG (1).jpg|thumb|none|600px|A neat detail is that the stock is collapsed when the LAMG is stowed on the operative's backpack.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;. An M60E4 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Machine Gun&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]] appears under the name &amp;quot;MK20 SSR,&amp;quot; its US military designation. The SSR (Sniper Support Rifle) variant is specifically meant to function as a DMR rather than battle rifle, unlike the other SCAR-H variants in the game. The SSR is used by higher-level Black Tusk snipers and is also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]] &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weak points when sighted down, and its AP properties allow it to penetrate through multiple weak points (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weak points at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M44 Carbine==&lt;br /&gt;
The [[Mosin Nagant M44|Mosin-Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with an ATI Monte Carlo stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;, while a further-modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Classic variant is used by regular Cleaner Snipers. The Custom variant is occasionally used by Rogue Agents, most notably by ex-LEO Skyler Williams.&lt;br /&gt;
[[File:M44Carbine.jpg||thumb|none|500px|Mosin-Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[File:M38 Monte.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine in ATI Monte Carlo stock - 7.62x54mR]]&lt;br /&gt;
[[File:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin-Nagant M44 Carbine in ProMag Archangel stock with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[File:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[File:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (1).jpg|thumb|none|600px|Aiming a goofy Archangel Mosin using iron sights and a PEQ-15 laser.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (2).jpg|thumb|none|600px|Reloading the M44 with the aftermarket detachable mags.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (3).jpg|thumb|none|600px|Another view of the reload from the side.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis.  An M700 Carbon is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Marksman rifle&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M700 A4 (1).jpg|thumb|none|600px|Another operative reloads his M700.]]&lt;br /&gt;
[[File:Division2 M700 A4 (2).jpg|thumb|none|600px|Pushing the bolt into battery.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the foregrip and trigger group the only real permanent parts of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use. It's arguably more like an [[FGM-148 Javelin]], in which a single shot tube is preloaded with a rocket, then connected to a Command Launch Unit, essentially a fire control unit with the computers, screen, cameras, and controls. After firing the Javelin, the entire tube is disposed of, as it would be dangerous to try to reload, and the CLU has another preloaded tube connected to it. &lt;br /&gt;
&lt;br /&gt;
This could be explained by saying that the special rounds are powerful enough that they would create stress fractures in a barrel, but this would only make sense if it was a fiberglass tube, like the [[AT4]] and aforementioned Javelin, and there's no reason to try and save weight by using a fiberglass upper on a handheld grenade launcher as the weight difference would weight next to nothing and probably would be an overall heavier system when you consider that unlike a Javelin or an AT4, SHD agents have to fire this many times in a single confrontation, and as such would have to carry a plethora of fiberglass barrels. Outside of the game's world, this was likely done to make the weapon look unique, and possibly to make the reload animations simpler.&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM with the MP7A1 style grip folded - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Note that, unlike the real GLM, the Chem Launcher's foregrip lacks a handstop, which would near-inevitably lead to at least one hapless SHD agent sliding their index finger too far up and promptly losing it upon pulling the trigger. Not that that really matters, since the safety is also on.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor MGL#Mark 14 / M32A1|Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
[[File:Division2 MGL Echo.jpg|thumb|none|600px|The MGL in the hands of a True Sons heavy grenadier in an ECHO reconstruction.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed &amp;quot;Crusader&amp;quot; and &amp;quot;Destroyer&amp;quot; are encountered.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing, which is indicated by a bright light emitted on the mech, and is incredibly powerful and accurate. The gun's chamber however, is a weakpoint and destroying it at the precise moment the warhound loads a round to fire, it will cause the mech to discharge an uncontrollable EMP burst that will temporarily disable all robotic proxies and skills in the area (including the warhound).&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
A modern recurve Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
[[File:Division2 XM16E1 poster.jpg|thumb|none|600px|A silhouette of a soldier on the exhibit's poster shows what appears to be a [[XM16E1]] given the three-prong flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
&lt;br /&gt;
=Cut Weapons=&lt;br /&gt;
==Baikal MP-133==	&lt;br /&gt;
The [[Baikal MP-133]] makes appearance in the demonstration gameplay video as the &amp;quot;Military M133&amp;quot;, but is not available in the final version of the game. Perhaps it was simply replaced to more suitable for the setting Remington 870.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|400px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
 &lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1542060</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1542060"/>
		<updated>2022-12-18T23:07:27Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* FN F2000 Tactical */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in DC for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents. Upon defeating each of these rogue agents the player is given a special legendary variant of a gun with a description from the agent that the player earns it off of. Additionally, when the player starts the Warlords of New York campaign (which they can do with any character, even a brand new one), they're fast tracked to level 30 if they haven't achieved it already and given a customized, level 30, Superior-grade gun of each category.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
== Beretta M9==&lt;br /&gt;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is limited by the inability to mount frame and slide attachments, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; (a reference to the Mozambique drill) can be taken off of Rogue Division Agent Javier Kajika. It has a special trait in which landing a body shot gives a +50% bonus headshot damage. This can do this with up to two body shots for double headshot damage. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is suppose to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paper weight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|300px|FNP-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] is used by the Player's character, Agent Sanders, and Agent Alani Kelso during cutscenes.&lt;br /&gt;
[[Image:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) with 19-round magazine - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;. A Custom PF45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the pistol category.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
[[File:Division2 Rhino Echo.jpg|thumb|none|600px|A duo of True Sons in an Echo reconstruction, one of which is armed with a Rhino 40DS for the maximum cyberpunk look here.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[File:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
[[File:Division2 586 Milita.jpg|thumb|none|600px|Two D.C. citizen militia practice with Model 586s at a range challenge.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version. Unlike other guns, the Banshee does not come with a default iron or red dot sight if no attachments are used.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics and sometimes by Rogue Division agents. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;. A UMP-45 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the submachine gun category.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
[[File:Division2 USC Ellis.jpg|thumb|none|600px|President Ellis channels his [[Air Force One| Harrison]] [[Harrison Ford| Ford]] with a USC, although the model seems to be bugged with a stock UMP as well.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
[[File:Division2 M1928A1 (1).jpg|thumb|none|600px|Reloading the Thompson M1928A1 - lining in another magazine.]]&lt;br /&gt;
[[File:Division2 M1928A1 (2).jpg|thumb|none|600px|Locking the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen1.jpg|thumb|none|401px|SIG-Sauer MPX SBR, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;.]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
[[File:TD2VectorMagazine.jpg|thumb|none|600px|A peek inside the chamber of a customized Vector in-game. There are no rounds being fed into the gun, and the small hole on the magazine suggests they modeled these after an airsoft magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles and Carbines=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features a Midwest Industries extended AK handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74(plum).jpg|thumb|500px|none|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C. The Lightweight variant with an ACOG attached was used by rogue agents Carter Leroux and Faye Lau.&lt;br /&gt;
&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[File:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[File:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
[[File:Division2 M16A2 (1).jpg|thumb|none|600px|Reloading a M16A2 with a muzzle brake and a rather silly looking Aimpoint T1 sitting on a riser for added height-over-bore.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300 BB.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 with burnt bronze finish - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game. A CTAR-21 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the assault rifle category.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:FAMAS Valorise EoTech.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard. The Shield Splinterer is a named version of the rifle with an ornate finish and an EoTech EXPS-3. It provides a talent called Perfectly Optimistic, in which the weapon's damage is increased by 40% for every 10% of the magazine fired. The weapon itself is obtained by defeating all 12 of the original DC Hunters and recovering 8 Ivory Keys to unlock the rifle's case at the Base Of Operations.&lt;br /&gt;
&lt;br /&gt;
The standard weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen and occasionally used by Rogue Agents. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3. &lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
[[File:Division2 G36KA4 (0).jpg|thumb|none|600px|Closeup of a kitted-out G36KA4.]]&lt;br /&gt;
[[File:Division2 G36KA4 (1).jpg|thumb|none|600px|Reloading with a STANAG...]]&lt;br /&gt;
[[File:Division2 G36KA4 (2).jpg|thumb|none|600px|...and charging the G36.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen and occasionally by Rogue Agents. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[File:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
[[File:Division2 ACR (1).jpg|thumb|none|600px|Reloading a customized Bushmaster with another STANAG mag.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SG556==&lt;br /&gt;
The classic [[SIG SG 556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG SG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A1 ==&lt;br /&gt;
A heavily customized [[Steyr AUG A1]] with custom telescopic sights (yes, plural) and body, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it will fire in full auto when fired unscoped, then turn into a single-shot, high-powered rifle if zoomed in, gaining a +450% damage boost to compensate for the lowered RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players as it is also a random drop from bosses.&lt;br /&gt;
&lt;br /&gt;
The design of the weapon is truly odd. It has a custom body with an ornate ram carved into the rear portion and is either made out of wood, or a polymer with a varnished wood texture. It then uses what appears to be a custom Talon scope mount to use an aftermarket low-powered scope. Then, there is a custom rail built into the right side, that holds an ELCAN Specter mounted horizontally.&lt;br /&gt;
&lt;br /&gt;
[[File:Steyr-AUG.jpg|thumb|none|500px|Steyr AUG A1 - Austrian Army Version - 5.56x45mm]]&lt;br /&gt;
[[File:TD2BigHorn.jpg|thumb|none|600px|A preview of the &amp;quot;Big Horn&amp;quot;. The weapon is using what appears to be a custom-made A1 barrel, since that appears to be atleast 5 inches longer than the standard 20-inch barrels used by AUG A1s.]]&lt;br /&gt;
[[File:TD2BigHornLeft.jpg|thumb|none|600px|The left side of the Big Horn. There's a custom tanned leather slingpoint (that is never used) attached, and the left-side ejection port has been permanently blocked off by the custom body. That ram carving is also probably going to make burying your cheek into the gun unnecessarily difficult.]]&lt;br /&gt;
[[File:TD2BigHornRight.jpg|thumb|none|600px|The right side of the Big Horn. Now, the problem with this is that the only functional ejection port is found on the right side of the gun, and the impractically mounted ELCAN is also mounted on the right. This means that in order to realistically use this, you must hold the gun at an awkward angle where your head is right below the ejection port, ergo you are pretty much playing a game of chicken with the shell ejection system every shot. That's assuming the eye relief even reaches that far.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==TKB-408==&lt;br /&gt;
The [[TKB-408]] was introduced to the game with the release of Update 15.&lt;br /&gt;
[[Image:TKB-408.jpg|thumb|none|500px|TKB-408 - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2TKB408.jpg|thumb|none|600px|A preview of the TKB-408. How such an obscure Soviet prototype made it to D.C. is not explained.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[File:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
[[File:Division2 LVOA-C (1).jpg|thumb|none|600px|A masked operative stands ready with his LVOA, equipped with an Aimpoint and PEQ.]]&lt;br /&gt;
[[File:Division2 LVOA-C (2).jpg|thumb|none|600px|Reloading a PMag-40 magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Oh God, Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
[[File:Division2 MC7 (1).jpg|thumb|none|600px|A masked Agent poses with a scoped MC7.]]&lt;br /&gt;
[[File:Division2 MC7 (2).jpg|thumb|none|600px|Reloading with a PMag.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[File:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[File:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[File:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[File:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 SA58 (1).jpg|thumb|600px|none|Preview of the Tactical SA-58. It actually has the correct &amp;quot;Barrington, IL&amp;quot; manufacturer marking, and &amp;quot;SA58&amp;quot; is written on the other side.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the military FALs, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[File:Division2 FAL.JPG|thumb|600px|none|Preview of the wood-furnished FAL.]]&lt;br /&gt;
[[File:Division2 FAL (1).jpg|thumb|none|600px|A brushtroke-camoed FAL in the hands of an agent making his way to the George Bush War.]]&lt;br /&gt;
[[File:Division2 FAL (2).jpg|thumb|none|600px|Reloading the FAL under some better lighting from the morning sun.]]&lt;br /&gt;
[[File:Division2 FAL (3).jpg|thumb|none|600px|When left-shouldered, the agent works the charging handle in an underhanded-style.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot; and &amp;quot;Military Mk17&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[File:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[File:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:Division2 SCAR17 (1).jpg|thumb|none|600px|A closeup of a customized &amp;quot;Police&amp;quot; SCAR-H.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game, once again being a hybrid of the original 716 and the G2 version. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which is the 716 Patrol variant with 16 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, which uses uses an aftermarket Fortis Night Rail handguard and the shorter 716 CQB's 12.5 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[File:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[File:SIG716G2 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716G2 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
[[File:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[File:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;  An M1A CQB is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Rifle&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
[[File:Division2 SOCOM 16 (1).jpg|thumb|none|600px|Reloading the SOCOM 16 in the JAE stock along the dried up National Mall. Note the correctly locked back bolt.]]&lt;br /&gt;
[[File:Division2 SOCOM 16 (2).jpg|thumb|none|600px|As the Agent is holding the M1A left handed here, the charging handle is pulled with his right hand.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M4 NFA Salient (1).jpg|thumb|none|600px|An Agent armed with the Salient shorty Benelli observes ''[https://upload.wikimedia.org/wikipedia/commons/b/b8/Surrender_of_Lord_Cornwallis.jpg The Surrender of Lord Cornwallis]'' painting. He's also got an M60 on his back.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision SIX12==&lt;br /&gt;
The [[Crye Precision SIX12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision SIX12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|500px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[File:Division2 Doublebarrel Statue.jpg|thumb|none|600px|A seemingly fictional equestrian statue of an unknown woman found at the intersection of Virginia Avenue and 18th Street. In reality, this is actually where the ''Simón Bolívar The Liberator'' statue is located - he faces forward and wields a cavalry saber.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively. A Remington 870 Field Gun is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the shotgun category.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] returns and appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
[[File:Division2 L86A2 (1).jpg|thumb|none|600px|Reloading a SureFire style magazine into a customized L86A2.]]&lt;br /&gt;
[[File:Division2 L86A2 (2).jpg|thumb|none|600px|Charging it from the side.]]&lt;br /&gt;
[[File:Division2 L86A2 (3).jpg|thumb|none|600px|The reload as seen from the left shoulder, a fairly unusual procedure given the SA80 series' requirement of a right-handed manual-of-arms.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's. &lt;br /&gt;
&lt;br /&gt;
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 46 Mod 0 ==&lt;br /&gt;
The [[M249|Mk 46 Mod 0]] returns as the &amp;quot;Military Mk 46&amp;quot;. It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch GR9S==&lt;br /&gt;
The [[Heckler &amp;amp; Koch GR9S]] was introduced to the game with the release of Update 15. Despite being depicted with its &amp;quot;sand&amp;quot; finish, it appears simply as the &amp;quot;GR9.&amp;quot;&lt;br /&gt;
[[File:HKGR9S.JPG|thumb|none|400px|Heckler &amp;amp; Koch GR9S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2GR9.jpg|thumb|none|600px|A preview of the GR9S. One ventures to guess how it is able to operate sans-magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire, but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (prototype 3D render)]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
[[File:Division2 LAMG (1).jpg|thumb|none|600px|A neat detail is that the stock is collapsed when the LAMG is stowed on the operative's backpack.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;. An M60E4 is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Machine Gun&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SSR==&lt;br /&gt;
The [[FN SSR]] appears under the name &amp;quot;MK20 SSR,&amp;quot; its US military designation. The SSR (Sniper Support Rifle) variant is specifically meant to function as a DMR rather than battle rifle, unlike the other SCAR-H variants in the game. The SSR is used by higher-level Black Tusk snipers and is also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]] &lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2G28.jpg|thumb|600px|none|The G28 in-game. The gun uses a black instead of a tan finish (although this can be re-created with the appropriate paintjob), and the transparent polymer magazine is opaque. The shell ejection port and bolt carrier is also unusually large. The angle of the magazine well is also unusually high, that it seems the developers just used a stretch tool on an AR15 lower and called it a day.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weak points when sighted down, and its AP properties allow it to penetrate through multiple weak points (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weak points at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M44 Carbine==&lt;br /&gt;
The [[Mosin Nagant M44|Mosin-Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with an ATI Monte Carlo stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;, while a further-modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Classic variant is used by regular Cleaner Snipers. The Custom variant is occasionally used by Rogue Agents, most notably by ex-LEO Skyler Williams.&lt;br /&gt;
[[File:M44Carbine.jpg||thumb|none|500px|Mosin-Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[File:M38 Monte.jpg|thumb|none|500px|Mosin-Nagant M38 Carbine in ATI Monte Carlo stock - 7.62x54mR]]&lt;br /&gt;
[[File:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin-Nagant M44 Carbine in ProMag Archangel stock with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[File:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[File:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (1).jpg|thumb|none|600px|Aiming a goofy Archangel Mosin using iron sights and a PEQ-15 laser.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (2).jpg|thumb|none|600px|Reloading the M44 with the aftermarket detachable mags.]]&lt;br /&gt;
[[File:Division2 Mosin Archangel (3).jpg|thumb|none|600px|Another view of the reload from the side.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis.  An M700 Carbon is one of the weapons given to the player immediately upon beginning the Warlords of New York campaign, representing the &amp;quot;Marksman rifle&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:Division2 M700 A4 (1).jpg|thumb|none|600px|Another operative reloads his M700.]]&lt;br /&gt;
[[File:Division2 M700 A4 (2).jpg|thumb|none|600px|Pushing the bolt into battery.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]], although its operating procedure is completely different. It can fire flammable chemical vapors, debilitating riot foam, corrosive chemicals that eat away enemy armor, or armor-repairing nanobots. Unlike traditional grenade launchers, the payload is contained within a disposable top-assembly that is discarded and replaced after every shot, leaving the foregrip and trigger group the only real permanent parts of the system. We're not exactly sure why the SHD didn't just copy how existing grenade launchers worked, since a tube with  a firing pin at the bottom would have been much more practical to use. It's arguably more like an [[FGM-148 Javelin]], in which a single shot tube is preloaded with a rocket, then connected to a Command Launch Unit, essentially a fire control unit with the computers, screen, cameras, and controls. After firing the Javelin, the entire tube is disposed of, as it would be dangerous to try to reload, and the CLU has another preloaded tube connected to it. &lt;br /&gt;
&lt;br /&gt;
This could be explained by saying that the special rounds are powerful enough that they would create stress fractures in a barrel, but this would only make sense if it was a fiberglass tube, like the [[AT4]] and aforementioned Javelin, and there's no reason to try and save weight by using a fiberglass upper on a handheld grenade launcher as the weight difference would weight next to nothing and probably would be an overall heavier system when you consider that unlike a Javelin or an AT4, SHD agents have to fire this many times in a single confrontation, and as such would have to carry a plethora of fiberglass barrels. Outside of the game's world, this was likely done to make the weapon look unique, and possibly to make the reload animations simpler.&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM with the MP7A1 style grip folded - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Chem Launcher loaded with flammable vapor shells. Note that, unlike the real GLM, the Chem Launcher's foregrip lacks a handstop, which would near-inevitably lead to at least one hapless SHD agent sliding their index finger too far up and promptly losing it upon pulling the trigger. Not that that really matters, since the safety is also on.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor MGL#Mark 14 / M32A1|Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
[[File:Division2 MGL Echo.jpg|thumb|none|600px|The MGL in the hands of a True Sons heavy grenadier in an ECHO reconstruction.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
[[File:TD2WarhoundM134(2).jpeg|thumb|600px|none|A Black Tusk patrol with an attached Warhound armed with an M134.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY. They also non-canonically appear as bosses in the Roosevelt Island mission if set to Legendary difficulty, where a pair dubbed &amp;quot;Crusader&amp;quot; and &amp;quot;Destroyer&amp;quot; are encountered.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a remote-controlled mortar that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun does not automatically engage targets, instead the owner must manually designate an area for the turret to bombard, where after a short delay it will launch an explosive shell that will inflict heavy explosive damage against enemies within the blast zone, aswell as causing them to bleed.&lt;br /&gt;
&lt;br /&gt;
The weapon has limited ammunition and uses slow-moving projectiles, which will require the player to compensate for distant or fast-moving enemies at long range. It also has a minimum safe distance, and so cannot launch shells within it's intimidate proximity.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing, which is indicated by a bright light emitted on the mech, and is incredibly powerful and accurate. The gun's chamber however, is a weakpoint and destroying it at the precise moment the warhound loads a round to fire, it will cause the mech to discharge an uncontrollable EMP burst that will temporarily disable all robotic proxies and skills in the area (including the warhound).&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. The weapon comes with a large muzzle brake, which is required to vent hot gasses since railguns are notorious for generating large amounts of heat from friction and the huge amounts of power used to activate the electromagnets in the barrel.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Crossbow==&lt;br /&gt;
A modern recurve Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
[[File:Division2 XM16E1 poster.jpg|thumb|none|600px|A silhouette of a soldier on the exhibit's poster shows what appears to be a [[XM16E1]] given the three-prong flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target, explode, and inflict the bleed debuff on enemies within it's blast radius. They can also be thrown at a distance like a grenade, where they will stay up in their thrown location like a proper mine until a target is designated by the player for the mine to home into.&lt;br /&gt;
&lt;br /&gt;
The second is the airburst seeker mine, which is a bit different as it must be manually aimed before detonating, where it will scatter an incendiary payload over a designated area, burning everyone inside. Unlike the standard mine, airburst mines cannot be thrown but can be tasked to detonate their payload at any reachable location and do not need a specific target to home into.&lt;br /&gt;
&lt;br /&gt;
The last is the cluster seeker mine, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines. They can also be thrown like standard mines, but will automatically seek out targets nearby the moment it hits the ground.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
&lt;br /&gt;
=Cut Weapons=&lt;br /&gt;
==Baikal MP-133==	&lt;br /&gt;
The [[Baikal MP-133]] makes appearance in the demonstration gameplay video as the &amp;quot;Military M133&amp;quot;, but is not available in the final version of the game. Perhaps it was simply replaced to more suitable for the setting Remington 870.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|400px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
 &lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:SEAL_Team_-_Season_6&amp;diff=1525797</id>
		<title>Talk:SEAL Team - Season 6</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:SEAL_Team_-_Season_6&amp;diff=1525797"/>
		<updated>2022-10-15T06:35:11Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Coronado?==&lt;br /&gt;
&lt;br /&gt;
Maybe I missed it in one of the earlier seasons but why are all the screen caps throughout the seasons showing the gold AK in the team briefing room labeled as being Naval Amphibious Base Coronado? That's the opposite side of the country from where DEVGRU is actually based. &lt;br /&gt;
&lt;br /&gt;
--[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 06:35, 15 October 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Unknown==&lt;br /&gt;
&lt;br /&gt;
[[File:STS06E01 01.jpg|thumb|none|600px|.]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Boys_-_Season_3&amp;diff=1505266</id>
		<title>The Boys - Season 3</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Boys_-_Season_3&amp;diff=1505266"/>
		<updated>2022-06-12T23:04:34Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Mk 18 Mod 0 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OnGoing}}&lt;br /&gt;
{{Incomplete}}&lt;br /&gt;
{{Infobox TV|{{PAGENAME}}&lt;br /&gt;
|name = ''The Boys - Season 3'' &lt;br /&gt;
|picture=Boys S3 Poster.jpg&lt;br /&gt;
|country=[[File:USA.jpg|25px]] USA&lt;br /&gt;
|channel=Amazon Prime &lt;br /&gt;
|genre=Comedy &amp;lt;br&amp;gt; Action&lt;br /&gt;
|dates=2022&lt;br /&gt;
|episodes=8&lt;br /&gt;
|character1=William &amp;quot;Billy&amp;quot; Butcher&lt;br /&gt;
|actor1=[[Karl Urban]]&lt;br /&gt;
|character2=Hugh &amp;quot;Hughie&amp;quot; Campbell&lt;br /&gt;
|actor2=[[Jack Quaid]]&lt;br /&gt;
|character3=Homelander&lt;br /&gt;
|actor3=[[Antony Starr]]&lt;br /&gt;
|character4=Annie January/Starlight&lt;br /&gt;
|actor4=[[Erin Moriarty]]&lt;br /&gt;
|character5=Maggie Shaw/Queen Maeve&lt;br /&gt;
|actor5=[[Dominique McElligott]]&lt;br /&gt;
|character6=Reggie Franklin/A-Train&lt;br /&gt;
|actor6=[[Jessie T. Usher]]&lt;br /&gt;
|character7=Marvin T. &amp;quot;Mother's&amp;quot; Milk&lt;br /&gt;
|actor7=[[Laz Alonso]]&lt;br /&gt;
|character8=Kevin Moskowitz/The Deep&lt;br /&gt;
|actor8=Chace Crawford&lt;br /&gt;
|character9=Serge/Frenchie &lt;br /&gt;
|actor9=[[Tomer Capon]]&lt;br /&gt;
|character10=Kimiko Miyashiro/The Female&lt;br /&gt;
|actor10=Karen Fukuhara&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TV Title Season|3|The Boys}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
What appears to be a [[Beretta 92FS]] is seen in a police officer's holster.  &lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm.]]&lt;br /&gt;
[[File:BoysS3 02.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The operative fires a [[Glock 17]]. &lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|300px|Glock 17  - 9x19mm]]&lt;br /&gt;
[[File:BoysS3 08.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
Gunpowder ([[Sean Patrick Flanery]]) uses a [[IMI Desert Eagle Mark XIX]]. &lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|none|300px|Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:BoysS3 15.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BoysS3 16.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mark 23==&lt;br /&gt;
Mother's Milk ([[Laz Alonso]]) loads the [[Heckler &amp;amp; Koch Mark 23]].&lt;br /&gt;
[[Image:Mk23.jpg|thumb|none|300px|Heckler &amp;amp; Koch Mark 23 - .45 ACP]]&lt;br /&gt;
[[File:BoysS3 01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A young Grace Mallory runs with what appears to be a [[Colt M1911A1]] in her hands during a flashback to 1986. &lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px| Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[File:BoysS3 04.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==TBA==&lt;br /&gt;
[[File:BoysS3 18.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BoysS3 19.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-74==&lt;br /&gt;
Sandanista and Russian troops attacking Soldier Boy ([[Jensen Ackles]]) and Billy Butcher ([[Karl Urban]]) are armed with [[AK-74]]. &lt;br /&gt;
[[File:BulgarianAK-74.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:BoysS3 05.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BoysS3 06.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BoysS3 13.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BoysS3 14.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BoysS3 11.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BoysS3 12.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
What appears to be a [[Mk 18 Mod 0]] lies  near a dead soldier during a flashback to 1986, which would make it's appearance highly anachronistic as the Mk 18 was not produced until 2000 at the earliest. In the present, a Vought SWAT officer is also armed with what appears to be a [[Mk 18 Mod 0]]. &lt;br /&gt;
[[Image:Mk18SpecializedArmaments.jpg|thumb|none|400px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BoysS3 03.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BoysS3 07.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M2==&lt;br /&gt;
Soldier Boy ([[Jensen Ackles]]) uses a [[Carl Gustaf M2]]&lt;br /&gt;
[[Image:CarlGustavM2.jpg|thumb|none|450px|Carl Gustaf M2 - 84x246mm R]]&lt;br /&gt;
[[File:BoysS3 09.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BoysS3 10.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M252 Mortar==&lt;br /&gt;
[[Image:M252Mort.JPG|thumb|none|300px|M252 Mortar 81mm]]&lt;br /&gt;
[[File:BoysS3 17.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Television]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:Science Fiction]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Boys_-_Season_3&amp;diff=1505262</id>
		<title>The Boys - Season 3</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Boys_-_Season_3&amp;diff=1505262"/>
		<updated>2022-06-12T22:20:02Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Colt M1911A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OnGoing}}&lt;br /&gt;
{{Incomplete}}&lt;br /&gt;
{{Infobox TV|{{PAGENAME}}&lt;br /&gt;
|name = ''The Boys - Season 3'' &lt;br /&gt;
|picture=Boys S3 Poster.jpg&lt;br /&gt;
|country=[[File:USA.jpg|25px]] USA&lt;br /&gt;
|channel=Amazon Prime &lt;br /&gt;
|genre=Comedy &amp;lt;br&amp;gt; Action&lt;br /&gt;
|dates=2022&lt;br /&gt;
|episodes=8&lt;br /&gt;
|character1=William &amp;quot;Billy&amp;quot; Butcher&lt;br /&gt;
|actor1=[[Karl Urban]]&lt;br /&gt;
|character2=Hugh &amp;quot;Hughie&amp;quot; Campbell&lt;br /&gt;
|actor2=[[Jack Quaid]]&lt;br /&gt;
|character3=Homelander&lt;br /&gt;
|actor3=[[Antony Starr]]&lt;br /&gt;
|character4=Annie January/Starlight&lt;br /&gt;
|actor4=[[Erin Moriarty]]&lt;br /&gt;
|character5=Maggie Shaw/Queen Maeve&lt;br /&gt;
|actor5=[[Dominique McElligott]]&lt;br /&gt;
|character6=Reggie Franklin/A-Train&lt;br /&gt;
|actor6=[[Jessie T. Usher]]&lt;br /&gt;
|character7=Marvin T. &amp;quot;Mother's&amp;quot; Milk&lt;br /&gt;
|actor7=[[Laz Alonso]]&lt;br /&gt;
|character8=Kevin Moskowitz/The Deep&lt;br /&gt;
|actor8=Chace Crawford&lt;br /&gt;
|character9=Serge/Frenchie &lt;br /&gt;
|actor9=[[Tomer Capon]]&lt;br /&gt;
|character10=Kimiko Miyashiro/The Female&lt;br /&gt;
|actor10=Karen Fukuhara&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{TV Title Season|3|The Boys}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
What appears to be a [[Beretta 92FS]] is seen in a police officer's holster.  &lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm.]]&lt;br /&gt;
[[File:BoysS3 02.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The operative fires a [[Glock 17]]. &lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|300px|Glock 17  - 9x19mm]]&lt;br /&gt;
[[File:BoysS3 08.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
Gunpowder ([[Sean Patrick Flanery]]) uses a [[IMI Desert Eagle Mark XIX]]. &lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|none|300px|Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:BoysS3 15.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BoysS3 16.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mark 23==&lt;br /&gt;
Mother's Milk ([[Laz Alonso]]) loads the [[Heckler &amp;amp; Koch Mark 23]].&lt;br /&gt;
[[Image:Mk23.jpg|thumb|none|300px|Heckler &amp;amp; Koch Mark 23 - .45 ACP]]&lt;br /&gt;
[[File:BoysS3 01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
A young Grace Mallory runs with what appears to be a [[Colt M1911A1]] in her hands during a flashback to 1986. &lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px| Colt M1911A1 - .45 ACP.]]&lt;br /&gt;
[[File:BoysS3 04.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==TBA==&lt;br /&gt;
[[File:BoysS3 18.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BoysS3 19.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==AK-74==&lt;br /&gt;
Sandanista and Russian troops attacking Soldier Boy ([[Jensen Ackles]]) and Billy Butcher ([[Karl Urban]]) are armed with [[AK-74]]. &lt;br /&gt;
[[File:BulgarianAK-74.jpg|thumb|none|450px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:BoysS3 05.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BoysS3 06.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BoysS3 13.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BoysS3 14.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BoysS3 11.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BoysS3 12.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 0==&lt;br /&gt;
What appears to be a [[Mk 18 Mod 0]] lies  near the dead soldier. The operative is also armed with what appears to be a [[Mk 18 Mod 0]]. &lt;br /&gt;
[[Image:Mk18SpecializedArmaments.jpg|thumb|none|400px|Mk 18 Mod 0 with standard M4 handguard and 6-position stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BoysS3 03.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BoysS3 07.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M2==&lt;br /&gt;
Soldier Boy ([[Jensen Ackles]]) uses a [[Carl Gustaf M2]]&lt;br /&gt;
[[Image:CarlGustavM2.jpg|thumb|none|450px|Carl Gustaf M2 - 84x246mm R]]&lt;br /&gt;
[[File:BoysS3 09.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:BoysS3 10.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==M252 Mortar==&lt;br /&gt;
[[Image:M252Mort.JPG|thumb|none|300px|M252 Mortar 81mm]]&lt;br /&gt;
[[File:BoysS3 17.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Television]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:Science Fiction]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Cowboy_Bebop_(2021)&amp;diff=1462307</id>
		<title>Talk:Cowboy Bebop (2021)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Cowboy_Bebop_(2021)&amp;diff=1462307"/>
		<updated>2021-11-30T00:24:36Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: Created page with &amp;quot;==Other Guns==  Near the end of Episode 1 Jet uses what looks like a Mk.18-type carbine to fight back against Syndicate thugs sent to kill them and Asimov and then Faye appear...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Other Guns==&lt;br /&gt;
&lt;br /&gt;
Near the end of Episode 1 Jet uses what looks like a Mk.18-type carbine to fight back against Syndicate thugs sent to kill them and Asimov and then Faye appears with an M4A1 taken from the Bebop's armory.&lt;br /&gt;
&lt;br /&gt;
In Episode 2, Vicious is handed a chrome Desert Eagle during a conversation with the Elders. In the same episode the Syndicate assassin Gunther attempts to kill Spike with a suppressed Walther PPQ. Although Spike tosses the gun away after dealing with the assassin, I think Faye ends up with another PPQ after Episode 4 when Spike and Jet take away her Glock.&lt;br /&gt;
&lt;br /&gt;
In Episode 3 Spike uses a suppressed Ruger sniper rifle to shoot at Vicious near the end of the episode.&lt;br /&gt;
&lt;br /&gt;
I can't do screen caps but those are the ones I remember immediately off the top of my head.&lt;br /&gt;
&lt;br /&gt;
--[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 19:24, 29 November 2021 (EST)&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Resident_Evil:_Infinite_Darkness&amp;diff=1430667</id>
		<title>Talk:Resident Evil: Infinite Darkness</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Resident_Evil:_Infinite_Darkness&amp;diff=1430667"/>
		<updated>2021-07-11T04:26:23Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Helicopter crash footage in the beginning */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Helicopter crash footage in the beginning==&lt;br /&gt;
Is it just me or was it a near ''identical'' reproduction of the footage of Super 64's crash during the Battle of Mogadishu? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:26, 10 July 2021 (EDT)&lt;br /&gt;
:You ain't wrong. Seemed like a lot was taken from ''Black Hawk Down'' for that sequence and the ones that follow during the flashbacks. From how the helicopter is shot down and crashes to Wilson looking like a Wish.com version of Sam Shepard's General Garrison with his slicked back hair and aviator sunglasses in the HQ. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 00:26, 11 July 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
==M4s may be LE6920s==&lt;br /&gt;
The barrels look a bit long to be M4s to me. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:26, 10 July 2021 (EDT)&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1414080</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1414080"/>
		<updated>2021-05-01T05:06:46Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Colt M45A1 CQBP */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however, the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and answers a distress call asking for agents to rally at Washington, D.C due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vengeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge private military corporation, who are secretly furthering the unrest in DC for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive and sadistic group of highly trained military operatives specifically hunting Division agents (and anyone else getting in their way) with extreme prejudice introduced in the first game, who are known for their iconic face-obscuring ballistic masks. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
== Beretta M9==&lt;br /&gt;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia and lower-level Cleaner grenadiers much like the first game, a transparent blue water gun version can sometimes be seen in the hands of children. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
[[File:TD2ToyM9.jpeg|thumb|none|600px|Two children prepare for a duel to the death with their baby blue M9 water guns.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is generally passed over due to its inability to mount a frame and slide-mounted attachment, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
[[Image:TD2Outcast1911.jpeg|thumb|none|600px|An Outcast grenadier scans the horizon with his M1911A1 while escorting a supply convoy.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
&lt;br /&gt;
In the Warlords of New York DLC, a High-End named version known as the &amp;quot;Mozambique Special&amp;quot; is wielded by Rogue Division Agent Javier Kajika. &lt;br /&gt;
&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and its 8-round magazine specifies it is the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and a unique True Sons aesthetic. The weapon has a unique mechanic where body shots will increase its damage by 3% to a maximum of 30%, and a headshot will consume the damage bonus buff to repair a deployed shield (if one is equipped).&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is suppose to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dog tags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paper weight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|300px|FNP-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 XCompact ==&lt;br /&gt;
The [[SIG-Sauer P320 XCompact]] was introduced during the release of the Gunner specialization, as the class exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops. The weapon is fully customizable, uses 9x19mm handgun mods, and has decent stats.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy shields, who will switch to it if their nailgun is disabled. Agent Faye Lau also has a P320, but is never seen using it.&lt;br /&gt;
&lt;br /&gt;
[[File:P320-XCompact.jpg|thumb|none|300px|SIG-Sauer P320 XCompact - 9x19mm]]&lt;br /&gt;
[[File:TD2P320C.jpg|thumb|none|600px|Preview of the P320 XCompact.]]&lt;br /&gt;
[[File:TD2LauP320.jpg|thumb|none|600px|[[Metal Gear Solid 3: Snake Eater|Big Bo-]], we mean Agent Faye Lau, negotiating with the Haven settlement with her P320 on her chest holster.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm, where it is called the &amp;quot;Maxim 9&amp;quot; in-game. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
&lt;br /&gt;
Due to the Maxim 9's design, only the magazine can be customized.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2MX9.jpg|thumb|none|600px|Preview of the Maxim 9. It has a notable metallic-black finish despite most of the body being made out of dull-black polymer by default.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Kard==&lt;br /&gt;
The [[TDI Kard]] was introduced as of TU11, where it is simply called the &amp;quot;KARD&amp;quot;. The weapon is based on the 2011 prototype model, but fitted with slide and frame-mounted rails, plus a threaded barrel to allow for attachments all points of the gun. The weapon uses a somewhat small 7-round .45 ACP magazine, which can also be customized and have the option to be expanded to 18 rounds.&lt;br /&gt;
&lt;br /&gt;
[[File:KRISS_KARD.jpg|thumb|none|400px|TDI Kard prototype - .45 ACP]]&lt;br /&gt;
[[File:TD2Kard.jpg|thumb|none|600px|A preview of the KARD. Ubisoft took creative liberties by adding slide and frame-mounted rails for attachments, an ergonomic grip, what appears to be a Glock-style trigger safety system, protruding threaded barrel, and an enlarged charging handle. It still only has a small, default magazine capacity of seven .45 ACP rounds, even though the thick magazine well would indicate the gun is easily capable of having a capacity between 10 and 14 rounds, as the [[Glock 21]] and [[Para-Ordnance P-14]] have shown.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
NOTE: As of the moment, revolvers are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill. According to flavor text, the Rhinos used in the game are chambered for .357 Magnum.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2RhinoDS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros Special&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
[[Image:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and its cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/PCCs=&lt;br /&gt;
==CMMG Mk57 Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Mk57 Banshee 300]] submachine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;. A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
&lt;br /&gt;
The weapon is mis-categorized as a 9x19mm weapon; this caliber is used by the CMMG MkGs in reality, but the magazine used by the Banshee in-game is for 5.7x28mm rounds, so following the P90 and MP7, this should have been classed as a 5.56mm weapon in-game. Due to a developer oversight, the extended magazine mods present on it are the 32-round magazines used by the [[Steyr AUG Para]], which the gun cannot realistically feed. Additionally, the developers forgot the gun's magazine is slanted, causing the extended magazine to clip through the mag well.&lt;br /&gt;
&lt;br /&gt;
A heavily-modified exotic version named &amp;quot;Lady Death&amp;quot; can be found in the game. The weapon features a custom knuckle-duster vertical grip, Aimpoint Comp M5 RDS, a skull magwell &amp;quot;grip&amp;quot; and a teal and tan finish meant to represent Lady Liberty's colors &lt;br /&gt;
&lt;br /&gt;
[[File:Mk57 Banshee 300.jpg|thumb|400px|none|CMMG Mk57 Banshee 300 with titanium finish - 5.7x28mm]]&lt;br /&gt;
[[File:TD2Banshee300.jpg|600px|none|thumb|A preview of the CMMG Banshee. The thicker magazine indicates that this is based on the 5.7x28mm version.]]&lt;br /&gt;
[[File:TD2BansheeExtended.jpg|600px|none|thumb|A preview of the CMMG Mk57 with an extended magazine attached. One-upping the Thompson using an extended Glock mag, the Banshee breaks the laws of reality by having the magazine phase through the mag well. This still works BTW, the power of video game magic knows no bounds.]]&lt;br /&gt;
[[File:TD2LD.jpg|600px|none|thumb|A preview of &amp;quot;Lady Death&amp;quot;. All those sharp edges would probably make holstering this thing a nightmare. Curiously, the gun appears to be sporting a proper, custom extended 5.7mm magazine that would hold 30+ rounds. We wonder why the devs didn't just use this as the model for the base gun's extended magazine mods.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, an EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine, and through the power of either skill or idiocy, the Hyenas managed to expand the magazine to 60 rounds. The gun has a unique talent where its RoF is increased, in relation to how many enemies are nearby when the shooter reloads. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. A heavily customized version is used by BTSU operative Petrus Brenner, which he will switch to when he isn't sniping. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emits vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone in charge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by higher-level True Sons medics. The &amp;quot;MP5 ST&amp;quot; variant is used by higher-level Black Tusk medics and Rikers grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The medic armed with a customized TSC-MP5 can be seen in the front.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers and Rikers grenadiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is briefly used by Hyena footsoldiers during the first few levels as tutorial enemies, where it is fired on full-auto. Later, they switched to UMP45s.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on its barrel shroud and receiver, giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields and James Dragov's personal bodyguards: Ron and Knuckles, who have custom black-light lasers mounted on their Tec-9s. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion, brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using its old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers and rogue Division agents.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game. In later updates, the MPX is used by Black Tusk healing support units.&lt;br /&gt;
&lt;br /&gt;
Introduced in TU11, an exotic Outcast-custom variant of the MPX is available in-game, known as the &amp;quot;Backfire&amp;quot;. The weapon has a unique mechanic where it will gain a stacking crit-damage buff for every successful hit on an enemy, and every hit will refresh the countdown, with a maximum of 200% additional crit damage on top of the player's crit stats, making it a very devastating weapon for offensive players. However, reloading will inflict the user with an unavoidable bleed debuff for 10 seconds, where they will receive .5% of their armor (or health if armor is destroyed) as damage every second, requiring the user to plan out reloads and eliminate enemies as quickly as possible. The weapon is equipped with a Fortis Torque pistol grip, Aimpoint COMPM2 RDS, custom suppressor, and a completely impractical handguard made out of barbed wire with a canvas sling underneath that serves no practical purpose. The magazine has an improvised assist made out of canvas straps, and more barbed wire because why not, and the magazine itself appears to be a custom-made metal magazine rather than the semi-translucent polymer magazines issued by SIG-Sauer.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|401px|SIG-Sauer MPX, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.]]&lt;br /&gt;
[[File:TD2BlackTuskSMGs.jpeg|thumb|none|600px|A Black Tusk medic and support patrolling a park. The Support armed with a customized MPX can be seen in the rear.]]&lt;br /&gt;
[[File:TD2Backfire.jpg|thumb|none|600px|A preview of the Backfire. This gun is so edgy, you will literally cut yourself, repeatedly, with all this edge.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports and Rikers scouts (who use two simultaneously), and higher-level Hyena medics. Rogue cell leader Jupiter is also armed with a Black Market Type 821 when encountered in Roosevelt Island.&lt;br /&gt;
&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and its 3 variants from the previous games return here as well. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the, &amp;quot;Tactical AUG A3P&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top receiver with the A3's underside rail rather than a built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators. Rogue Agent Cell leader &amp;quot;Hornet&amp;quot; and Black Tusk Special Unit Leader Bardon Schaffer, are armed with a heavily customized Enhanced AUG A3Ps when encountered.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates its correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Chameleon&amp;quot;===&lt;br /&gt;
The '''Chameleon''' is a custom-made weapon derived from the TDI Vector. It is coated with a light-refracting skin that changes color, depending on the player's current location, which was developed by DARPA. It uses a custom side-folding telescoping stock based on the Magpul UBR, a custom digital optical sight, a custom extended handguard largely based on the KRISS Vector MK1 Modular Rail, a large 50-round drum magazine (that apparently doubles as a heat sink for the light-refracting tech), a KRISS Vector CRB 16&amp;quot; Enhanced Barrel Shroud (depicted as a suppressor in-game), and a side-mounted LCD display that appears to show thermal readings (although its purely cosmetic). The weapon has unique abilities relating to hit locations. Hitting the head repeatedly will bestow high crit damage and chance, hitting the body will grant greatly increased weapon damage, and hitting the legs grant vastly increased reload speed.&lt;br /&gt;
&lt;br /&gt;
Unlike the standard Vectors, the Chameleon is treated as an assault rifle, but has the short range of an SMG, effectively making it an SMG with AR stat bonuses. What caliber this gun chambers is unknown, as the thicker magazine well indicates this is using something much bigger than a .45-caliber round. However the shell ejection port is still the same size for a .45 caliber Vector.&lt;br /&gt;
&lt;br /&gt;
[[File:Vector CRB II Enhanced.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2Chameleon1.jpg|thumb|none|600px|Front preview of the Chameleon. Somehow, the magazine is fitting 50 rounds of whatever this thing is chambered in, plus a heatsink and fan for the electronic parts of the gun. Apart from how questionable that would work, forcing heat to be redirected to the part of your gun that houses ''bullets'' is a massive safety risk.]]&lt;br /&gt;
[[File:TD2Chameleon2.jpg|thumb|none|600px|Rear preview of the Chameleon, with the thermal scan display visible.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles/Battle Rifles=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[AR-15|American Defense Manufacturing Universal Improved Carbine MOD2]] was introduced during the Coney Island expansion, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. The weapon is classified as a &amp;quot;rifle&amp;quot; and so is locked to semi-auto only.&lt;br /&gt;
&lt;br /&gt;
A recent buff made the gun the most powerful out of the 5.56mm rifle-type weapons, but also fires the slowest.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2UICMOD2.jpg|600px|none|thumb|A preview of the UIC MOD2. The weapon is unnaturally shiny, for some reason.]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake, it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts, it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a homemade vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1. Unlike the standard AKM, both Ruthless and Merciless are classed as rifle-type weapons.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. During the tutorial level of the Grand Washington hotel in the player's first playthrough, the end-level boss named &amp;quot;Saint&amp;quot; will be armed with an AKM instead of his usual MG5. The Cleaners are once again seen using stock AKMs with DIYed underbarrel flamethrowers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents and Hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features an aftermarket handguard and plum plastic furniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74(plum).jpg|thumb|500px|none|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is its straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==Brace Built MC7==&lt;br /&gt;
The [[AR-10|Brace Built Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
[[File:TD2MC7.jpg|600px|none|thumb|Preview of the MC7.]]&lt;br /&gt;
[[File:TD2RikerMC7.jpeg|600px|none|thumb|A Rikers rifleman armed with an MC7.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot; and has an Aim Sports tri-rail barrel mount and parallel handguard rail to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and an LMT SOPMOD stock. It was originally named the &amp;quot;Competition LAR-15&amp;quot; in earlier betas, but it is not related to the Rock River Arms LAR-15, apart from the name and the fact it is restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington, D.C.&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|M4A1 carbine with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|601px|none|A True Sons immobilizer with his M4A1 and underbarrel riot foam spray gun.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Poison-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and is currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff to its damage has made the weapon a bit more viable to use in later levels. However it still suffers from mediocre RoF and accuracy, which makes its burst function unreliable at medium to long distances (where rifles typically operate in), and insufficient for close range.&lt;br /&gt;
&lt;br /&gt;
[[Image:M16A2.jpg|thumb|500px|none|M16A2 rifle - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. For some reason, the bolt carrier is not given any details (resembling the dummy hop-up covers used by electric airsoft guns), despite other AR-15 rifles in the game being fully detailed and textured.]]&lt;br /&gt;
[[Image:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
&lt;br /&gt;
==CMMG Mk47 Resolute 300==&lt;br /&gt;
Introdued during the &amp;quot;Warlords of New York&amp;quot; expansion, the [[CMMG rifle series#CMMG Mk47|CMMG Mk47 Resolute 300]] with a burnt bronze finish and 7.62x39mm PMAG, is available for players. In-game, it is called the &amp;quot;Resolute Mk47&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is classed as a rifle and so only shoots in semi-auto, but uses 7.62mm mods. With the appropriate magazine upgrades, it can also be equipped with a casket magazine, and incorrectly, a 5.56mm PMAG.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk47 Resolute 300.jpg|thumb|none|500px|CMMG Mk47 Resolute 300 - 7.62x39mm]]&lt;br /&gt;
[[File:TD2MK47.jpg|thumb|600px|none|Preview of the Mk47.]]&lt;br /&gt;
[[File:TD2MK47wrong.jpg|thumb|600px|none|Preview of the Mk47 with the +10-round magazine upgrade, wich is a 5.56mm PMAG. This was likely due to the developers never making a model for a middle +10-round magazine upgrade for AKs, the only other model is a 60-round casket magazine that only holds 50 rounds in-game. Due to how AR-15 magazines are designed, it is physically impossible for the magazine to be properly seated with a 7.62x39mm lower. But we can ignore all that once again, through the power of video game magic.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''. The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game.&lt;br /&gt;
&lt;br /&gt;
Due to a design oversight, ''both'' shell ejection ports are covered. Realistically, this would cause the gun to destroy itself on the first shot, as it cannot eject spent shells or have a safe way to vent out excess gasses. The gun's fire selector is also set to safe, but fires on full auto.&lt;br /&gt;
&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21. Note that the selector is currently set on safe.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi-automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014; the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[Image:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[Image:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[Image:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Tom Clancy's The Division® 2 20190331143709.jpg|thumb|600px|none|Preview of the Tactical SA-58]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, its magazine could not be upgraded, however a post-release update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
[[File:TD2BlackTuskF2000.jpeg|thumb|none|601px|A Black Tusk scout armed with a heavily customized F2000, sporting a digital scope and silencer.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the standard FN FAL, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious underground-dwelling faction, and unaffiliated bandits in New York.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A Theater milita soldier with an FAL.]]&lt;br /&gt;
[[File:TD2BanditFAL.jpeg|thumb|600px|none|A trio of bandits looting a fallen Haven patrol with their FALs at the ready. We still don't know why there's an unusually large surplus of military FALs over here in America.]]&lt;br /&gt;
[[Image:Division2 FAL.JPG|thumb|600px|none|FN FAL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot;, &amp;quot;Military Mk17&amp;quot;, and &amp;quot;MK20 SSR&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts. The SSR variant is based on the SCAR SSR, which is specifically meant to function as a DMR rather than battle rifle. The Police and Military variants are considered rifles, while the Mk20 SSR is considered a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
The MK.20 SSR is used by higher-level Black Tusk snipers. Its also the preferred weapon of Rogue Division Agent Theo Parnell, who uses one when he is confronted.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2BlackTuskMK16.jpeg|thumb|600px|none|A Black Tusk patrol escorting a Warhound supply convoy. The rifleman in the rear can be seen armed with a heavily-customized &amp;quot;Tacitcal MK16&amp;quot;. The ones in the front is a support armed with an MPX and a medic armed with an MP5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers and named-boss Black Tusk grenadiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon is classed as a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is extensively used by higher-level Rikers riflemen. The weapon was also Agent Kelso's weapon during the initial release of the game, before a later update changed it to a P416 NP3.&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] prototype was introduced during Manhunt Season 4. The weapon lacks the ability to mount receiver attachments, but can use 5.56mm magazine and muzzle attachments, along with top-rail optics. The weapon is decent as far as assault rifles go.&lt;br /&gt;
&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|none|400px|Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The Military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. The G3 variant is used by higher-level True Sons riflemen. A later update changed Agent Alani Kelso's weapon to a heavily customized P416 G3.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized &amp;quot;P416 G3&amp;quot;.]]&lt;br /&gt;
[[File:TD2KelsoP416NP3.jpeg|thumb|600px|none|Agent Alani Kelso stands by with her customized P416 NP3.]]&lt;br /&gt;
&lt;br /&gt;
==Q Honey Badger SD==&lt;br /&gt;
The [[Q Honey Badger]] makes an appearance. The version used in the game is the integrally suppressed model, and it incorrectly uses 5.56x45mm rounds instead of its proprietary .300 AAC BLK ammunition (or 7.62mm in the game's mod system); in reality, the 5.56x45mm ammunition is only used on the 16&amp;quot; rifle variant.&lt;br /&gt;
&lt;br /&gt;
The suppressor cannot be removed, but grants +20 stability without a range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:Q Honey Badger SD.jpg|thumb|500px|none|Q Honey Badger SD - .300 AAC Blackout]]&lt;br /&gt;
[[File:TD2HBadger.jpg|600px|none|thumb|A preview of the Honey Badger. The weapon has no iron sights and a reflex sight is instead attached if no other optics are mounted.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Considering it's still using STANAG magazines despite being classed as a 7.62mm weapon, we're going to assume this thing is indeed using .300BLK rounds, which are able to fit inside 5.56mm magazines.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
[[File:TD2BlackTuskACRs.jpeg|thumb|600px|none|A Black Tusk patrol posing for the camera. The rifleman in the foreground is armed with a Bushmaster ACR, while the grenadier in the background is armed with a Remington ACR with an ACOG optic. The other one is a scout armed with an F2000.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which appears to be based on the &amp;quot;Precision Sniper&amp;quot; variant with a 20 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, where it uses an aftermarket Fortis Night Rail handguard and the shorter 16 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[Image:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
[[Image:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SG556==&lt;br /&gt;
The classic [[SIG SG 556]] was added as part of Update 10 in the assault rifle category. The weapon is pretty standard as far as 5.56x45mm weapons go, and has a decent selection of mods to go with it.&lt;br /&gt;
&lt;br /&gt;
[[File:Sig556 classic.jpg|thumb|none|500px|SIG-Sauer SIG556 Classic with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:TD2SG556Cl.jpg|thumb|none|600px|Preview of the SIG SG556. Rather than a more sensible rear drum sight, the weapon uses an STS-081 RDS as a default rear sight, if no other sight mods are attached.]]&lt;br /&gt;
[[File:TD2SG556Mod.jpg|thumb|none|600px|As a humorous sidenote, the gun's handguard can be modded with an attachment, despite having no rails to make this possible. Ubisoft, instead of doing something sensible like using the handguard of the HOLO variant or at the very least bolt some rails into this thing, just decided its a lot better to have the attachments be affixed into the weapon through magic. This leads to some quite humorous situations where attachments are clearly floating in mid-air, seemingly only staying attached through the sheer force of will of the user.]]&lt;br /&gt;
&lt;br /&gt;
==Silver Shadow Gilboa Snake==&lt;br /&gt;
Introduced during the &amp;quot;Iron Horse&amp;quot; raid against the True Sons, a heavily customized [[Gilboa Snake]] is available as a unique, exotic-tier weapon as a possible drop for completing the raid. It as a unique ability where switching shoulder-cams will augment the weapon's characteristics, to take advantage of the weapon's double-barreled nature.&lt;br /&gt;
&lt;br /&gt;
[[File:Gilboa snake.jpg|thumb|none|300px|Gilboa Snake - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[Image:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[Springfield Armory M1A SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by higher-level True Sons and Rikers snipers. The CQB variant is sometimes used by rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR ==&lt;br /&gt;
A heavily customized [[Steyr AUG|Steyr AUG HBAR]] with the bi-pod removed and custom telescopic sight, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York&amp;quot; expansion. The weapon has a unique ability where it can shoot fully automatic, but will turn into a rifle-type weapon and shoot in semi-auto when scoped in, also boosting damage by 450% to accommodate the lower RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players.&lt;br /&gt;
&lt;br /&gt;
[[File:Aug-hbar.jpg|thumb|none|500px|Steyr AUG HBAR - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights, and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[Image:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] Saddle Ring Carbine appears as the &amp;quot;1886&amp;quot; and is classed as a rifle. The weapon is one of the most powerful single-shot weapons in the game, easily surpassing most of the rifle and marksman rifle-type weapons, has a long effective range, and its ability to fire rapid shots in quick succession also gives it excellent burst damage in close quarters when needed. However, it can only use tube magazine mods, is limited to 5 shots without ammo-increasing talents (which is incorrect since the full-length 1886 can easily accommodate 7-8 rounds), has no slot for magnified optics, and the lever-action mechanism makes accurate follow-up shots difficult without a good amount of practice due to the brief but huge crosshair bloom per shot.&lt;br /&gt;
&lt;br /&gt;
An exotic variant named the &amp;quot;Diamondback&amp;quot; is available after completing the Kenly College expedition on any difficulty. The weapon has synthetic-black furniture with rails, a cutdown stock, an Aimpoint COMPM2 RDS, Fortis short grip, and an impractically large snake decoration coiling around the gun, that all in all makes it more of a comically large pistol than an actual rifle. The weapon has a unique ability where it will mark a random enemy during a fight. Shooting at this marked enemy guarantees a critical hit and amplifies damage done by 20%.&lt;br /&gt;
&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
[[File:TD2Diamondback.jpg|thumb|600px|none|A preview of the Diamondback, or as some people would call it: &amp;quot;Ohh god Bubba, what did the gun ever do to you to deserve this?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game in form of a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic. The weapon is the weakest shotgun in the lineup, but makes up for it by having high RoF and being fully-automatic plus a decently quick reload speed, making it useful for sustained damage.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk UGV operators and occasionally by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the AA-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears in-game as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] was introduced as of update TU11, where it is simply called the &amp;quot;SIX12&amp;quot;. The weapon is based on the current-production model as of 2016. The weapon boasts decent single-shot damage and RoF, which makes it a more manageable but slower version of the Saiga-12. The cylinder can be modded, and sport a handguard and top-rail attachment.&lt;br /&gt;
&lt;br /&gt;
A unique exotic variant called the &amp;quot;Scorpio&amp;quot; was released with Manhunt Season 4, which is instead based on the integrally-silenced variant. In addition to the dull gold and grey color scheme, the weapon features a gaudy metallic scorpion-themed body, and what appears to be an enlarged Trijicon RMR sight. The weapon has a special ability where it bestows various debuffs to the target, depending on how many successful hits are landed upon them, as the gun's bullets are apparently laced with a debilitating venom based from the [https://en.wikipedia.org/wiki/Hottentotta Hottentotta] scorpions.&lt;br /&gt;
&lt;br /&gt;
Quite strangely, despite feeding from a revolver-style 6-shot cylinder, the weapon has a magazine capacity of seven shells, and can have a &amp;quot;one in the chamber&amp;quot; load and have a total of eight rounds. It appears the developers thought that the SIX12 was a traditional magazine-fed shotgun.&lt;br /&gt;
&lt;br /&gt;
[[file:Crye Precision SIX12 2016.jpg|thumb|none|450px|left|Crye Precision SIX12 (2016 production) - 12 gauge]]&lt;br /&gt;
[[File:Crye six12 suppressor 2016.jpg|thumb|none|450px|Crye Precision Six12 (2016 production) with integral SilencerCo Salvo 12 shotgun suppressor - 12 gauge]]&lt;br /&gt;
[[File:TD2Six12.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;SIX12&amp;quot;]]&lt;br /&gt;
[[File:TD2Scorpio.jpg|thumb|none|600px|left|An in-game preview of the &amp;quot;Scorpio&amp;quot;. According to flavor text, this wasn't made by some rogue gunsmith, this was apparently cooked up by DARPA pre-outbreak, but failed to get approved because of it breaking the [https://en.wikipedia.org/wiki/Hague_Conventions_of_1899_and_1907 Hague Convention] (its probably the venomous rounds, but you'd be forgiven if you thought the crime was the truly ridiculous design choice). Luckily, everyone in charge of investigating the SHD's various war crimes are either dead or not in a capacity to operate, so we can skip all those pesky international rules of warfare and poison away to our heart's content.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and is struck, so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock is folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preview of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Kenly College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon when they close in on their target. It is also used by Vivian Conley of the Cleaners, where she will switch to it if she is engaged in close range.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|500px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:TD2KSG12.jpg|600px|none|thumb|A preview of the KSG. Either due to a bug, or weird design choice, the weapon's default texture is unnaturally shiny, as if someone took the time to polish it to a mirror sheen.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the communities of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.  Unlike in the previous game, the magazine can no longer be customized. The weapon is the weakest among the semi-shotguns in terms of damage, but makes up for it by having the highest RoF, which in turn gives it great burst-damage potential.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers. The Black Market and Tactical variants are occasionally used by Rogue agents. &lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical model with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if the Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers. The Custom version is occasionally used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
It was originally called &amp;quot;[[Baikal MP-133|M133]]&amp;quot;, as in the ''Far Cry'' series, which could be seen in early gameplay demo video, but in the release game it was renamed to its true identity.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest, a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
&lt;br /&gt;
A heavily modified Custom variant is sometimes used by rogue Division agents.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of its damage continuously over a period of 10 seconds and stacks up to 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m radius.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. Both the Hague and Geneva conventions consider using poisoned weapons as a warcrime. Luckily, the Green Poison outbreak has demoted them to more as &amp;quot;suggestions&amp;quot; now.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249 Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's. &lt;br /&gt;
&lt;br /&gt;
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 46 Mod 0 ==&lt;br /&gt;
The [[M249|Mk 46 Mod 0]] returns as the &amp;quot;Military Mk 46&amp;quot;. It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire, but is limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
A heavily customized Infantry variant is sometimes used by Rogue agents.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with its MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
An exotic variant of the weapon exists called the &amp;quot;Bullet King&amp;quot;. The BK is a custom Negev with solid-gold plating, deployed (but unusable) gold bipod, and a custom grip. The weapon has a unique talent where, fitting to its name, does not need to be reloaded, and will replenish 100 rounds for every 100 hits it lands on an enemy. The weapon's magazine capacity is your entire inventory LMG round capacity, which is around 900 rounds minimum. That's 900 rounds minimum, that you can expend in one sitting, non-stop, on full-auto.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2Negev.jpg|600px|none|thumb|A preview of the Negev. Massive manages to get the IMI CTAR-21, Desert Eagle, and Negev into the game, but apparently they still can't get an [[Uzi]] added into the armory.]]&lt;br /&gt;
[[File:TD2BulletKing.jpg|600px|none|thumb|The appropriately-named Bullet King, which is a nod to a popular Riker-aligned NPC from the first game. As mentioned before, it does not need to be reloaded. You can expend your entire LMG ammo storage without ever needing to release the trigger, if you choose to do so. ]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[Knight's Armament LMG|KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed, but grants a +20% handling bonus without an effective range penalty.&lt;br /&gt;
&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (Light Assault Machine Gun) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
&lt;br /&gt;
==M60 Machine Gun==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion, the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners. Its also used by True Sons General, Antwon Ridgeway, who uses it along with his M3 rocket launcher.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Military RPK-74M&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
The RPK-74 with polymer furniture, intended to pass for the military-spec [[RPK-74M]], returns as the &amp;quot;Military RPK-74M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander James Dragov uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[File:RPK-74 modern.jpg|thumb|none|500px|RPK-74 with polymer furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the &amp;quot;Military RPK-74M&amp;quot;.]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74.]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The gun has the most powerful base damage of any marksman rifle in the game, more than double that of other bolt action rifles.&lt;br /&gt;
&lt;br /&gt;
It has, however, a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot by holding the fire button (it takes around two seconds for the gun to fully charge to 100% and the charge level is visible in the scope). According to flavor text, the charge mechanic is due to the gun possessing an electromagnetic coil in the barrel and uses special ferro-magnetic rounds, which makes it a miniature railgun.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
==Cadex Defence CDX-MC KRAKEN==&lt;br /&gt;
Introduced in Manhunt Season 4, the [[Cadex Defence CDX-MC KRAKEN]] makes an appearance in the game as an obtainable marksman rifle, where it is called the &amp;quot;Tactical .308&amp;quot;. The gun uses a black finish and the folding stock has been swapped out for a different one, similar to the ones used on Truvelo Armory rifles.&lt;br /&gt;
&lt;br /&gt;
The gun uses 7.62mm marksman rifle mods.&lt;br /&gt;
[[File:CDX-MC KRAKEN.jpg|thumb|450px|none|CDX-MC KRAKEN - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2TAC308.jpg|thumb|600px|none|A preview of the Tactical .308.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
&lt;br /&gt;
An exotic-tier variant named the &amp;quot;Mantis&amp;quot; is available, where it sports a woodland camo finish, ghillie camo, electronic scope, and suppressor. The weapon has three special abilities. One is that it will highlight the heads of all visible targets and will display if they are targeting you or not. If one shoots at an enemy that isn't targeting them, they will deal an additional 50% headshot or weakpoint damage. If the unaware enemy is killed by this weapon, they will refresh the cooldown of the shooter's &amp;quot;decoy&amp;quot; skill (if it is equipped).&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert.]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1.]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
[[File:TD2Mantis.jpg|thumb|600px|none|Preview of the Mantis.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). The weapon comes with a unique, high-powered x12 scope that highlights enemy weakpoints when sighted down, and its AP properties allow it to penetrate through multiple weakpoints (although this effect is a bit impractical to pull off in most scenarios). Whilst at first glance it is the weakest of the single-shot signature weapons, the TAC-50 is a long-range hitscan weapon (making it harder to dodge as projectiles have no travel time), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots. Additionally, as it is the only signature weapon with a magnified scope, it also excels at destroying enemy weakpoints at relatively safe distances. &lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M44 Carbine ==&lt;br /&gt;
The [[Mosin Nagant|Mosin Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sporterized version with a gray carbon stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;.  A further modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
[[Image:M44Carbine.jpg||thumb|none|500px|Mosin Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[Image:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin Nagant &amp;quot;Archangel&amp;quot; with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[Image:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[Image:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
[[File:Division2 Mosin Statue.jpg|thumb|none|600px|A WWI Doughboy statue sporting the Mosin M44 with the bayonet extended, and it even still has the picatinny rails from the customization model. While the M44 Carbine is obviously anachronistic here, earlier M91-pattern rifles were produced in the United States for Imperial Russia, and leftover rifles were used as trainers for the Army after Russia's withdrawal in 1917.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant is fitted with an XLR Tactical Buttstock and Carbon Chassis. &lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers. The tactical variant is sometimes used by civilian militiamen. The Carbon variant us used by lower-level Rikers snipers, an odd choice for a rifle given they're using a small riot shield, which already takes up one full arm. A customized carbon variant is also used by BTSU operative Petrus Brenner.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which features the later SVD's synthetic stock and foreend. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU]]s than actual SVDs, an artifact of the ''Far Cry 3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, including a gang boss named Coyote, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' In the expansion, it is also used by Cleaners snipers. BTSU commander Bardon Schaffer is armed with a heavily customized Paratrooper SVD when he is encountered in the Coney Island carnival, where his favored tactic is sniping at players from vantages, whilst letting his lackeys keep them occupied.&lt;br /&gt;
&lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|500px|Izhmash Tiger with synthetic stock and foreend, long barrel, long flash hider, bipod, and bayonet lug - 7.62x54mm R]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops. The weapon takes time to reload, but is very devastating, capable of high-powered splash damage and will also stagger anyone nearby who survives the blast.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division. Quite uniquely, Ridgeway's M3 cannot be disabled by destroying his ammo pouches, and will continue to use his rocket launcher unless hit with a crowd control debuff.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, break-action single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]]. It can fire flammable chemicals, sticky foam, corrosive chemicals that eat away enemy armor, or repairing nanobots.&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Firestarter variant of the &amp;quot;Chem Launcher&amp;quot;, configured to fire flammable chemicals. It's likely the only weapon in the game that has the safety on. Also, it would be rather dangerous to use this without a handstop.]]&lt;br /&gt;
&lt;br /&gt;
==FIM-92 Stinger==&lt;br /&gt;
The [[FIM-92 Stinger]] appears as a non-usable weapon and appears as the mounted version used in the AN/TWQ-1 Avenger Air Defense System, but with a rather large 12-missile capacity. It is located in the True Sons' main base in the Washington Capitol building, where it nearly shoots down Agent Kelso's retrieval chopper.&lt;br /&gt;
&lt;br /&gt;
[[File:AADS Humvee.jpg|thumb|450px|none|AN/TWQ-1 Avenger Air Defense System with two FIM-92 Stinger Standard Vehicle Mounted Launchers - 70mm]]&lt;br /&gt;
[[File:TD2FIMStingerBattery.jpeg|thumb|600px|none|The turret with mounted Stinger launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor MGL#Mark 14 / M32A1|Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, elite Cleaners grenadiers who have custom vapor shells (spreads a cloud of highly flammable gas around an area), and Black Tusk grenadiers who use incendiary airburst rounds. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. It's a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs, this is colored black and appears to have some slot machine designs etched on the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but its splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (at least during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback, however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with its quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
==Custom Mortar==&lt;br /&gt;
During the raid against the True Sons' base in the Capitol building, civilian militia could be seen using small mortars to launch smoke shells to mask The Division's approach in the court yard. This was needed as the True Sons were using a salvaged GAU-8 Avenger autocannon to shoot at any intruder approaching the base.&lt;br /&gt;
[[File:TD2Mortar.jpeg|thumb|none|601px|3 militia members prepare to launch a barrage of smoke shells. Realistically, the mortars they're carrying would be too small to carry any payload that could be of any effective use. Despite this however, the amount of smoke these shells generated later on would make you think a battery of howitzers dropped a field artillery team's worth of smoke shells in the area.]]&lt;br /&gt;
&lt;br /&gt;
==P-017 Launcher==&lt;br /&gt;
The exclusive signature weapon of the Technician class, the P-017 is an SHD custom-made missile launcher, armed with miniature seeker missiles which are guided by ISAC. The weapon has unique mechanics compared to other signature weapons. Much like a real-world guided missile launcher, it cannot be fired, unless it has at least one target locked. Briefly aiming the crosshair over an enemy target will cause it to lock on and designate a missile to home onto the target. If the crosshair is trained on longer at a single target, it will cause multiple missiles to home into that target instead, dealing massive damage. A minimum of one and a maximum of six missiles can be launched per salvo.&lt;br /&gt;
&lt;br /&gt;
Its design is partially based on the [[M202 FLASH]], but its overall operation and use is different.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2P17Ins.jpg|thumb|none|601px|A Division agent inspects his new toy fresh out of R&amp;amp;D.]]&lt;br /&gt;
[[File:TD2P17Front.jpg|thumb|none|601px|The front of the P17 launcher. The note on the strap says to beware of backblast, but like most video games, this is not factored into gameplay.]]&lt;br /&gt;
[[File:TD2P17Rear.jpg|thumb|none|601px|The rear of the P17 launcher. It includes a nice detail to the user on how to reload the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although it is exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
==Rikers Nail bomb==&lt;br /&gt;
Rikers grenadiers are armed with homemade nail bombs. These IEDs come with a proximity sensor that will detonate after a few seconds, once a target is within its kill-radius. They deal a large amount of damage, plus persistent bleeding effects, almost certainly guaranteeing death without possessing a large amount of health, armor, and bleed resistance. They are stored in a hip-mounted messenger bag, and destroying these will prevent the grenadier from throwing anymore grenades, and will also damage them.&lt;br /&gt;
[[File:TD2RikerIED.jpg|none|thumb|500px|A promotional image of a Rikers grenadier, holding a bat with two nail bombs on her chest bandolier. Unlike in the previous game, all Rikers grenadiers are female, all of whom throw a mean, accurate curve ball.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with its barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability to deploy an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite its crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, should an agent comes too close to one.&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:TD2RikerM2BCarried.jpeg|none|thumb|600px|A Riker heavy gunner with his M2 HMG slung behind his back, along with copious amounts of ammo belts. You have to give these convicts props for carrying an 80 pound HMG on their back like it's nothing, and this doesn't include extra ammo, the deployable armored turret emplacement, heavy body armor, and that 10 pound [[SPAS-12]] he's additionally carrying for close defense. Truly absolute units.]]&lt;br /&gt;
[[File:TD2RikerM2B.jpeg|none|thumb|600px|A Riker heavy gunner, manning his portable M2 HMG Turret. Due to a graphical bug, he's not gripping the spade grips properly.]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure, the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun, simply called &amp;quot;Minigun&amp;quot;, that could be used by players under the &amp;quot;Gunner&amp;quot; specialization. The weapon is much smaller than the real version, it's rate of fire is slower (although unlike the mounted version, this does not overheat), only carries 150 rounds in a portable drum, and for obvious reasons cannot be used while in cover. To offset this however: the gun has a rapid draw and holster time, grants heavily increased armor, and each hit from the gun will restore 1% of the player's armor. This means that with the right setup, the player is nearly immortal while the gun is firing and hitting a target.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As it is no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TD2AgentMinigunIns.jpg|thumb|600px|none|An agent inspects the new portable minigun, a bit disappointed by its smaller size that he can't crack a &amp;quot;mine's bigger&amp;quot; joke at his Black Tusk heavy adversaries.]]&lt;br /&gt;
[[File:TD2AgentMinigun.jpg|thumb|600px|none|A preview of the man-portable minigun. The ammo drum specifies this weapon feeds using traditional 7.62x51mm rounds. Interestingly, while it only has 150 rounds per &amp;quot;magazine&amp;quot;, the agent never actually reloads the gun. They just give it a good shake, and the gun's good to go again. This implies that the drum actually carries the entire 300 rounds capacity the player is allowed to carry.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
[[File:TD2WarhoundM134.jpeg|thumb|600px|none|A Black Tusk Warhound taking aim with its back-mounted M134. Due to its role as a close-combat platform, the barrels have been significantly shortened to aid in maneuverability.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot; (or Striker Drone, as its officially called by ISAC), which is armed with a fictional underside, small-caliber machine gun that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. ]]&lt;br /&gt;
[[File:TD2StrikerDronegun.jpeg|thumb|none|600px|A closer look of the servo arm carrying a drone machine gun. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round. It also does not seem to have an opening for spent shells to be ejected, nor are there any ejected when the drone is firing, which would imply that the gun uses caseless ammunition (which would also explain the large ammunition capacity in such a small magazine).]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged a [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon. The gun's platform is from a crane truck, which the Sons used to pivot the gun around.]]&lt;br /&gt;
&lt;br /&gt;
==Black Tusk Rocket Artillery==&lt;br /&gt;
What appears to be a custom version of the M269 Launcher from an M270 MLRS is used by Black Tusk mounted on their massive hovercrafts, which have 3 launchers mounted loaded with  6 rockets each. After being marooned by a crashed JTF helicopter that disabled her hovercraft's engines, Milla Radek of the Black Tusk Special Unit attempted to use her craft's rocket battery to shell the White House in an attempt to buy time to escape and exact revenge on The Division, a move which even her boss decried as being insane. She was eventually stopped before she was able to carry out her plan, however.&lt;br /&gt;
&lt;br /&gt;
They are also deployed in the Coney Island ball park, which are again attempted to use against The Division.&lt;br /&gt;
[[Image:M270 MLRS M269 Launcher Loader Module .jpg|thumb|400px|none|M269 Launcher Loader Module mounted on an M270 MLRS - 227mm]]&lt;br /&gt;
[[File:TD2BlackTuskRockets.jpeg|thumb|601px|none|A duo of disabled rocket launchers in the rain.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Marauder-class quad-copters, which are massive, heavily armed and armored quad-rotor UAVs that are occasionally spotted patrolling in Black Tusk-controlled territories during invasions. It is also a fixed encounter during the Black Tusks' raid on the Pentagon to extract a bio-reactor, and on Aaron Keener's stronghold in Liberty Island, NY.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable, the drone is a force to be reckoned with.&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the Marauder drone and gun from a distance, putting into scale how absurdly large it is. In a show of overkill, it is also armed with rockets. It is essentially a remote-controlled gunship.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==True Sons Sentry Gun==&lt;br /&gt;
A truly odd weapon, the True Sons have DIYed their own sentry guns from scratch. They appear to using the receiver of a [[PK Machine Gun]], the barrel assembly of an unknown Armalite rifle, then mounted on a PKS tripod.&lt;br /&gt;
&lt;br /&gt;
The weapon is carried and deployed by True Sons engineers, and will automatically target enemies. The weak point is its exposed ammo box, which will cause it to stop firing if destroyed, until it is repaired.&lt;br /&gt;
[[File:PKS on tripod.jpg|thumb|none|500px|PKS on Samojenkov tripod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2TrueSonsSentry.jpeg|thumb|none|601px|A deployed True Sons sentry gun. We start to wonder why they didn't just do something more sensible like mount a cut-down M249 or M60 on a tripod and call it a day, or how they even got this many Russian machine guns stateside to work with.]]&lt;br /&gt;
[[File:TD2TrueSonsSentrycarried.jpeg|thumb|none|601px|A True Sons sentry gun, being carried by an engineer.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Artillery Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked and exclusive to the demolition class, the Artillery Turret is a portable artillery piece that launches explosive shells over a wide distance. Unlike other turret-type skills, the gun cannot acquire targets, or fire by itself, it has to be manually aimed and fired from its position by the agent. Much like the sniper turret, it also has limited ammunition.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2ArtyTurret.jpg|thumb|none|601px|A preview of the SHD Artillery Turret. We don't exactly know where or how it fits all the additional shells, never mind load them in unassisted, but it just works.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sniper Turret==&lt;br /&gt;
One of the sub-types of turrets that can be unlocked is the Sniper Turret. The weapon uses a single-shot, large caliber sniper rifle to deal heavy amounts of damage at long range, with pin-point accuracy, at a visible target of the agent's choosing. Unlike the standard turrets however, it has a limited ammunition count, and must be manually fired to deal damage (although this can be done remotely).&lt;br /&gt;
&lt;br /&gt;
The gun barrel appears to be based on the [[Barrett M82]].&lt;br /&gt;
&lt;br /&gt;
[[File:TD2SHDSniperTur.jpg|thumb|none|601px|A preview of the SHD Sniper Turret. If we're going to assume this thing fires a cartridge between the 8mm and 12mm range, its a miracle the gun isn't toppling over itself from the recoil, given that there's no attachments or devices visible that would mitigate the gun's powerful recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Grenade Launcher==&lt;br /&gt;
In later updates, the Black Tusks outfitted some of their warhound walkers with a custom, self-loading grenade launcher. Non-elite warhounds are armed with standard concussion grenades, while elite warhounds are armed with celectric grenades that inflicts enemies with the &amp;quot;shock&amp;quot; status when hit, along with heavy damage. &lt;br /&gt;
&lt;br /&gt;
Ammunition for the launcher is carried on a large compartment to the rear of the warhound, and for some reason there is a small slit in this compartment that allows the magazine to be shot. When destroyed, the warhound is stunned, and all surrounding units out of cover are afflicted with the &amp;quot;shock&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2WarhoundGLauncher.jpeg|thumb|none|601px|A duo of warhounds in an engagement with the Cleaners. The grenadier warhound can be seen in the background. The warhound in the foreground is armed with a railgun.]]&lt;br /&gt;
&lt;br /&gt;
==Warhound Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on its back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing and is incredibly powerful and accurate. Elite-class Warhounds are able to fire the weapon in short bursts, which makes them even more dangerous. The gun however, has a weakpoint in the form of a red-colored box near the receiver. Destroying the box will cause the railgun to discharge an uncontrolled EMP burst, which along with temporarily disabling the mech, will inflict all surrounding units near the warhound with the disrupt status.&lt;br /&gt;
&lt;br /&gt;
Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked Warhound with its railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. It's not particularly clear why a railgun needs a muzzle brake, but it has one nonetheless.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Compound Crossbow==&lt;br /&gt;
A Compound Crossbow is the signature weapon of the Survivalist class. The weapon fires bolts with a powerful, explosive warhead that will detonate after a short delay of striking a target, dealing heavy damage, especially against armored enemies. They do however, have a brief travel time to their target, which requires the shooter to compensate for movement if firing at mobile enemies at long distances.&lt;br /&gt;
[[File:TD2CCrossbow.jpg|thumb|none|600px|Preview of the Compound Crossbow]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Blocks of C4 are primarily used by the Hyenas for their RC car IEDs, which are driven by specialized RC operators. It is also sometimes used by the Division, but only for quest-related actions.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:TD2HyenaC4.jpeg|thumb|none|600px|A Hyena RC car bomb while in mid-air. It's made out of a gutted RC toy, with two large blocks of C4 plus detonator on top, a red bottle that contains flammable liquid, and a broken smart phone to allow the operator to see and control the vehicle while out of sight.]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flamethrowers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flamethrowers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flamethrower with longer range and fed with two separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, while wearing a HAZMAT suit, gas mask, body armor, a large bag of firebombs.&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
[[File:TD2AgentFT.jpg|thumb|none|600px|A preview of the SHD-issued flamethrower. Unlike in the previous game, it is only capable of spraying fire in a frontal cone, instead of at any direction like in the previous game.]]&lt;br /&gt;
[[File:TD2CleanerFlamethrower.jpeg|thumb|none|600px|A Cleaner rifleman armed with an AKM and attached underbarrel improvised flamethrower. Its design is largely unchanged since the first game.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;K8-Jetstream Flamethrower&amp;quot;===&lt;br /&gt;
The latest signature weapon introduced during the Coney Island expansion as part of the Firewall specialization, the K8-Jetstream flamethrower is a custom, man-portable flamethrower available for Division agents. The weapon is fed using high-octane fuel and shoots a 15m jet of fire in front of the user that hits multiple targets in a line which does heavy status damage, inflicts burn status, and causes standard enemies to flail around in panic when set on fire.&lt;br /&gt;
&lt;br /&gt;
It is also the only signature weapon that can be used in tandem with a shield deployed, but requires the custom &amp;quot;Striker&amp;quot; crusader shield that's also exclusive to the Firewall specialization.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2K8FT.jpg|thumb|none|600px|A Hunter drops into the White House to inspect the newly-issued K8 flamethrower. We're not even hiding it anymore, the Geneva Convention is now just a suggestion at this point.]]&lt;br /&gt;
[[File:TD2K8FTPreview.jpg|thumb|none|600px|A preview of the K8 flamethrower. In a decent show of attention to detail, the weapon comes in with two triggers, one for the main fuel tank, and one for the ignition system. There's also two separate tanks for each, although only the main one is reloaded.]]&lt;br /&gt;
&lt;br /&gt;
==M16A1==&lt;br /&gt;
[[M16A1]] rifles are present on several statues found in the game, particularly in the fictitious museum exhibits. &lt;br /&gt;
[[File:M16A1w30rdMag.jpg|thumb|none|450px|Colt M16A1 with 30 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (1).jpg|thumb|none|600px|A Vietnam-era GI with the M16A1 in the American History Museum (the Smithsonian National Museum of American History in reality).]]&lt;br /&gt;
[[File:Division2 M16A1 Statue (2).jpg|thumb|none|600px|The Museum of News (based on the real Newseum) has statues using the same base model with some modern elements haphazardly added on as a portrayal of soldiers of the Global War on Terror era. The right one appears to have had its M16 stolen.]]&lt;br /&gt;
&lt;br /&gt;
==Nailgun==&lt;br /&gt;
Exclusively used by the Rikers, their heavy shield soldiers are armed with a custom nailgun. While nailguns typically can't penetrate decently-made body armor at any distance, the Rikers have gotten around this by feeding two high-pressure gas tanks into the gun, which is carried by the heavy. All that extra power seems to have worked, their nailguns are so powerful that can not only snipe enemies from a long distance, but pierce through armor and induce bleeding (although the lack of a barrel to properly funnel the gasses and generally poor aerodynamic properties of construction nails would make the latter part unlikely to work in reality.).&lt;br /&gt;
&lt;br /&gt;
Heavies will cease using the gun if their two gas tanks are destroyed, and will switch to their P320 sidearms.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2Nailgun.jpeg|thumb|none|600px|An elite Rikers patrol with the heavy carrying a nailgun. The HPG tanks feeding the nailgun can be seen on him. Given that they violently explode in a fiery fashion when destroyed, they do not appear to be simply filled with air. Likely some other fast-expanding gas.]]&lt;br /&gt;
&lt;br /&gt;
==Sticky Bomb Launcher==&lt;br /&gt;
Re-introduced during the &amp;quot;Warlords of New York&amp;quot; expansion, the Sticky Bomb Launcher returns in sequel. The weapon is a large, fictional, pistol-like device that's only used to launch sticky bombs. These are remote-controlled explosives that will stick to a target or surface, and is manually detonated on the shooter's command. Living enemies may attempt to remove the bomb if they are directly shot with it, but will take several seconds to successfully remove. The bombs have a variety of payloads, including: high explosive, incendiary, and later, EMP. As no shells are ejected per shot, it can be assumed that sticky bombs are launched using caseless cartridges, similar to Russian VOG-25 grenades.&lt;br /&gt;
&lt;br /&gt;
Both payloads can be obtained by defeating Rogue agents Vivian Conley and James Dragov, both of whom also used sticky bomb launchers. The EMP payload can be obtained by completing the Season 1 manhunt and neutralizing Rogue agent cell leader Jupiter.&lt;br /&gt;
[[File:TD2StickyBombGun.jpg|600px|none|thumb|A preview of the Sticky Bomb Launcher with some incendiary shells next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Seeker Mine==&lt;br /&gt;
Returning from the first game, Seeker Mines are fictional, spherical explosives that roll toward their target before detonating. They contain a rudimentary AI, and will automatically drive themselves and follow their assigned agent until they are assigned a task. There's currently three types of explosive seekers. &lt;br /&gt;
&lt;br /&gt;
The first is the standard seeker mine, which is a mix between a mine and a guided missile, where it will rapidly roll itself toward a designated target and explode. The second are airburst seeker mines, which are a bit different as they must be manually aimed before detonating, where they will scatter an incendiary payload over a designated area. The last are cluster seeker mines, which is one mine that will split into smaller seeker mines and seek out random targets near it, which do less damage than the regular mine and move slower, but has the added benefit of causing multiple enemies to panic in an attempt to avoid the mines.&lt;br /&gt;
[[File:TD2Seeker.jpg|600px|none|thumb|A preview of the standard, explosive seeker mine.]]&lt;br /&gt;
[[File:TD2AirburstSeeker.jpg|600px|none|thumb|A preview of the airburst seeker mine.]]&lt;br /&gt;
[[File:TD2ClusterSeeker.jpg|600px|none|thumb|A preview of the cluster mine.]]&lt;br /&gt;
 &lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Ghost_Recon_Breakpoint&amp;diff=1360249</id>
		<title>Ghost Recon Breakpoint</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Ghost_Recon_Breakpoint&amp;diff=1360249"/>
		<updated>2020-07-21T21:50:19Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* SilencerCo Maxim 9 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name = Ghost Recon Breakpoint&lt;br /&gt;
|picture = ghost recon breapoint cover.jpg&lt;br /&gt;
|caption = Boxart&lt;br /&gt;
|series= [[Tom_Clancy#Ghost_Recon|Ghost Recon]]&lt;br /&gt;
|date= 	4 October 2019&lt;br /&gt;
|developer=Ubisoft Paris&lt;br /&gt;
|platforms=Microsoft Windows, PlayStation 4, Xbox One&lt;br /&gt;
|publisher= Ubisoft&lt;br /&gt;
|genre=Tactical shooter&lt;br /&gt;
}}&lt;br /&gt;
'''''Tom Clancy's Ghost Recon Breakpoint''''' is the eleventh installment in the ''Ghost Recon'' franchise and is a narrative sequel to ''[[Ghost Recon Wildlands]]''. It is set in 2025, 6 years after Operation Kingslayer, on the mysterious island of Auroa. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Unlike the weapons in ''[[Ghost Recon Wildlands]]'', weapons have now several variants which have different usage depending on the situation. Players can also find weapon blueprints across the open world, this enables the players to buy them with Skell Credits without the need of having it to drop as a random reward. Assault variants have superior damage over their regular counterparts but cannot equip a suppressor and comes with higher recoil. Tactical variants comes with integrated suppressors with higher accuracy, however they're restricted to semi-auto or three-round bursts.&lt;br /&gt;
&lt;br /&gt;
Shorty variants are shorter barreled best suited for close quarts combat with low recoil but with the cost of having lower range. Scout variants are DMR type weapons that can be used for long range or close range, like the Tactical variants, it's restricted to semi-auto or three-round burst. Compact variants have better mobility while sacrifying some of its weapon stability. Scout variants in the DMR and sniper rifle classes have instead higher mobility.&lt;br /&gt;
&lt;br /&gt;
Signature blueprints are the unique named weapons, they are usually rewarded to the player when they defeat a certain boss or complete a faction mission, some of the blueprints are exclusively found as a random drop in raids.&lt;br /&gt;
&lt;br /&gt;
=Trivia=&lt;br /&gt;
In ''Breakpoint'', changing the camera perspective between left or right shoulder views will correspondingly change the player character's stance, swapping between left-handed and right-handed weapon hold. This also affects the way the weapon is held in first person.&lt;br /&gt;
&amp;lt;gallery widths=300px&amp;gt;&lt;br /&gt;
GRB AK47 Rel right 1.jpg|AK-47 held in the right hand.&lt;br /&gt;
GRB AK47 Rel left 1.jpg|AK-47 held in the left hand.&lt;br /&gt;
GRB AK47 Rel right 2.jpg|AK-47 held in the right hand, first person.&lt;br /&gt;
GRB AK47 Rel left 2.jpg|AK-47 held in the left hand, first person.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==AMT Hardballer .45 Longslide==&lt;br /&gt;
The [[AMT Hardballer Longslide]] was added in the title update 1.1.0 to coincide with the [[The Terminator|Terminator]] event. It appears as the Stainless Extended .45 alongside its laser used in the movie. The blueprint can be bought from Maria's shop for 8000 Skell credits. Interestingly enough, the player is able to equip a suppressor on the AMT by pressing the suppressor equip button during gameplay. However there are no customization options for the AMT in Gunsmith.&lt;br /&gt;
[[Image:ED 45.jpg|thumb|none|400px|AMT Hardballer Longslide with laserlock sight as used in the film - .45 ACP]]&lt;br /&gt;
[[File:GR Breakpoint Stainless Extended 45.jpg|thumb|none|600px|The AMT Hardballer in Gunsmith.]]&lt;br /&gt;
[[File:GR Breakpoint Stainless Extended 45 Overview.jpg|thumb|none|600px|Nomad holding the AMT Hardballer.]]&lt;br /&gt;
[[File:GR Breakpoint Stainless Extended 45 Third Person ADS.jpg|thumb|none|600px|Aiming the AMT Hardballer in  third person.]]&lt;br /&gt;
[[File:GR Breakpoint Stainless Extended 45 First Person ADS.jpg|thumb|none|600px|Aiming the AMT Hardballer in first person.]]&lt;br /&gt;
[[File:GR Breakpoint Stainless Extended 45 Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta M9A1==&lt;br /&gt;
The [[Beretta M9A1]] appears in the game as the &amp;quot;M9&amp;quot;. The blueprint can be found in Infinity, located in the Skell Technology Head Office. A unique M9 called Gibson's M9 is rewarded to the player when they complete the faction mission Loss Of Innocence for the Outcasts. It's two-tone and gold plated, including its unique suppressor with a cover attached to it.&lt;br /&gt;
[[File:M9A1flipside.jpg|thumb|350px|none|Beretta M9A1 (right side) - 9x19mm]]&lt;br /&gt;
[[File:GRB m9 menu 1.jpg|thumb|none|600px|The M9A1 in customization menu.]]&lt;br /&gt;
[[File:GR Breakpoint Gibson's M9.jpg|thumb|none|600px|Gibson's M9 in Gunsmith.]]&lt;br /&gt;
[[File:GRB m9 holding 1.jpg|thumb|none|600px|The Beretta in-game.]]&lt;br /&gt;
[[File:GRB m9 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB m9 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB m9 rel 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GR Breakpoint Gibson's M9 Overview.jpg|thumb|none|600px|Nomad holding Gibson's M9.]]&lt;br /&gt;
[[File:GR Breakpoint Gibson's M9 Third Person ADS.jpg|thumb|none|600px|Aiming Gibson's M9 in third person.]]&lt;br /&gt;
[[File:GR Breakpoint Gibson's M9 First Person ADS.jpg|thumb|none|600px|Aiming Gibson's M9 in first person.]]&lt;br /&gt;
[[File:GR Breakpoint Gibson's M9 Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm Special Duty==&lt;br /&gt;
The [[Beretta Px4 Storm Special Duty]] appears in the game as the &amp;quot;PX4&amp;quot;. The blueprint can be found in Lake Country, located in Red Viper Outpost. &lt;br /&gt;
[[file:PX4 SD.jpg|thumb|none|350px|Beretta Px4 Storm SD (Special Duty) with extended, non-threaded barrel - .45 ACP]]&lt;br /&gt;
[[File:GRB PX4 menu 1.jpg|thumb|none|600px|The Px4 in customization menu.]]&lt;br /&gt;
[[File:GRB px4 holding.jpg|thumb|none|600px|Holding the Px4 in the game.]]&lt;br /&gt;
[[File:GRB px4 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB px4 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB px4 rel 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Caracal F==&lt;br /&gt;
The [[Caracal F]] appears in the game as the F40, the same name under which it appeared in ''[[Splinter Cell: Blacklist]]''. The blueprint can be found in Channels, located in the Navy Fuelling Station.&lt;br /&gt;
[[file:CaracalF.jpg|thumb|none|350px|Caracal F - 9x19mm]]&lt;br /&gt;
[[File:GRB-CaracalF menu 1.jpg|thumb|none|600px|The pistol in customization menu.]]&lt;br /&gt;
[[File:GRB-CaracalF holding.jpg|thumb|none|600px|The Caracal in-game.]]&lt;br /&gt;
[[File:GRB-CaracalF aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB-CaracalF aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB-CaracalF rel 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==FN Five-seveN USG==&lt;br /&gt;
The [[FN Five-seveN USG]] appears in the game as the 5.7 USG, sharing its name with several Ubisoft titles. The blueprint can be found in the Hybrid Engine Factory in Wild Coast.&lt;br /&gt;
[[file:FN-FiveSeven USG.jpg|thumb|none|350px|FN Five-seveN USG (U.S. Government) model - 5.7x28mm FN.]]&lt;br /&gt;
[[File:GRB-FiveseveN menu 1.jpg|thumb|none|600px|The Five-seveN in the customization menu.]]&lt;br /&gt;
[[File:GRB-FiveseveN holding.jpg|thumb|none|600px|Holding the Five-seveN in-game.]]&lt;br /&gt;
[[File:GRB-FiveseveN aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB-FiveseveN aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB-FiveseveN rel 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
===&amp;quot;SC IS HDG&amp;quot;===&lt;br /&gt;
[[File:GRB SC IS HDG menu.jpg|thumb|none|600px|The SC IS HDG in the customization menu.]]&lt;br /&gt;
[[File:GRB SC IS HDG hold.jpg|thumb|none|600px|Holding the SC IS HDG in-game.]]&lt;br /&gt;
[[File:GRB SC IS HDG aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB SC IS HDG aim 2.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB SC IS HDG rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNX-45==&lt;br /&gt;
The [[FN FNX-45]] appears in the game as the P45T. The blueprint can be found in the Chem-Extraction Complex in Mount Hodgson.&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|350px|FNX-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[File:GRB-FNP45 menu 1.jpg|thumb|none|600px|The FNX in the customization menu.]]&lt;br /&gt;
[[File:GRB-FNP45 holding.jpg|thumb|none|600px|The FNX-45 in-game.]]&lt;br /&gt;
[[File:GRB-FNP45 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB-FNP45 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB-FNP45 rel 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch Mark 23==&lt;br /&gt;
The [[Heckler &amp;amp; Koch Mark 23]].&lt;br /&gt;
[[file:SOCOM.jpg|thumb|none|350px|Airsoft Heckler &amp;amp; Koch Mk 23 Mod 0 Phase II Prototype (note front grip grooves, deleted from production models) with Tokyo Marui replica of a Knight's Armament suppressor and prototype Laser Aiming Module - (fake) .45 ACP]]&lt;br /&gt;
[[File:GRB Mark 23 menu.jpg|thumb|none|600px|The Mark 23 in customization menu.]]&lt;br /&gt;
[[File:GRB Mark 23 hold 1.jpg|thumb|none|600px|Holding the Mark 23 in-game.]]&lt;br /&gt;
[[File:GRB Mark 23 hold 2.jpg|thumb|none|600px|Holding the Mark 23 in-game.]]&lt;br /&gt;
[[File:GRB Mark 23 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB Mark 23 aim 2.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB Mark 23 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Tactical]] appears in the game under its real name rather than by its German military designation as in ''[[Ghost Recon Wildlands]]''. The blueprint can be found in Smuggler Coves, in Outpost Red Tiger.&lt;br /&gt;
[[file:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[File:GRB-USPTactical menu 1.jpg|thumb|none|600px|The USP in customization menu.]]&lt;br /&gt;
[[File:GRB-USPTactical holding.jpg|thumb|none|600px|Holding the USP in-game.]]&lt;br /&gt;
[[File:GRB-USPTactical aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB-USPTactical aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB-USPTactical rel 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle==&lt;br /&gt;
The [[IMI Desert Eagle]] appears in the game under its real name. The blueprint can be found in Howard Airfield in Sinking Country.&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|350px|Magnum Research (MRI) Desert Eagle Mark XIX, current production model with Picatinny railed barrel and different safety catch - .50 AE]]&lt;br /&gt;
[[File:GRB-DesertEagle menu 1.jpg|thumb|none|600px|The Desert Eagle in the customization menu.]]&lt;br /&gt;
[[File:GRB-DesertEagle holding.jpg|thumb|none|600px|Holding the Desert Eagle in the game.]]&lt;br /&gt;
[[File:GRB-DesertEagle aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB-DesertEagle aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB-DesertEagle rel 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==M1911A1==&lt;br /&gt;
An [[M1911A1]] with a railed frame appears in the game as the M1911. The blueprint can be found in the Mining Control Centre in Mount Hodgson.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 Pistol - .45 ACP]]&lt;br /&gt;
[[File:GRB-M1911 menu 1.jpg|thumb|none|600px|The M1911 in the customization menu.]]&lt;br /&gt;
[[File:ColtRailGun.jpg|thumb|none|350px|Colt Rail Gun - .45 ACP]]&lt;br /&gt;
[[File:GRB-M1911 holding.jpg|thumb|none|600px|The M1911 pistol in-game.]]&lt;br /&gt;
[[File:GRB-M1911 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB-M1911 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB-M1911 rel 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Sharp Thunder&amp;quot;==&lt;br /&gt;
The Sharp Thunder is the personal sidearm of Cole D. Walker portrayed by [[Jon Bernthal]]. It's noted to be a fictional design in the official ''Ghost Recon Breakpoint'' cosplay guide released by Ubisoft. He is first seen using it to kill Weaver. The weapon and its blueprint is awarded when the player complete the main story mission Brother VS Brother.&lt;br /&gt;
[[file:170323_large.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 629 Stealth Hunter - .44 Magnum (for comparison)‎]]&lt;br /&gt;
[[File:GRB Revolver Walkera menu 1.jpg|thumb|none|600px|The magnum revolver in the customization menu.]]&lt;br /&gt;
[[File:GRB Revolver Walkera holding.jpg|thumb|none|600px|The revolver in the hands of a Ghost.]]&lt;br /&gt;
[[File:GRB Revolver Walkera aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB Revolver Walkera aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB Revolver Walkera rel 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GRB-Walker'sRevolver-2.jpg|thumb|none|600px|Cole D. Walker ([[Jon Bernthal]]) aims the revolver at Weaver.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer M17 MHS==&lt;br /&gt;
The [[SIG-Sauer M17 MHS]] appears in the game as the P320. The blueprint can be found in a Behemoth Defense Area in Seal Islands.&lt;br /&gt;
[[File:SIG-P320-FS-MHS.jpg|thumb|none|350px|XM17 MHS with 21-round magazine - 9x19mm]]&lt;br /&gt;
[[File:GRB-P320 menu 1.jpg|thumb|none|600px|The M17 in the customization menu.]]&lt;br /&gt;
[[File:GRB-P320 holding.jpg|thumb|none|600px|Holding the SIG M17 in the game.]]&lt;br /&gt;
[[File:GRB-P320 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB-P320 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB-P320 rel 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P227==&lt;br /&gt;
The [[SIG-Sauer P227]] appears in the game under its real name. It briefly serves as Nomad's only weapon following the Ghosts' failed infiltration of the Auroa Archipelago at the start of the game and serves as his only weapon in cutscenes. The blueprint can be find in a Behemoth Defense Area in Wild Coast. A unique variant of the P227 called Survival was a Battle Reward during season 1. It's carved with several tally marks, its grip panels are half wood and half leather, and its suppressor is covered in a leather wrap.&lt;br /&gt;
[[File:227-Nitron-Detail-L.jpg|thumb|350px|none|SIG-Sauer P227 - .45 ACP]]&lt;br /&gt;
[[File:GRB-P227 menu 1.jpg|thumb|none|600px|The SIG in the customization menu.]]&lt;br /&gt;
[[File:GR Breakpoint P227 Survival.jpg|thumb|none|600px|The P227 Survival in Gunsmith.]]&lt;br /&gt;
[[File:GRB-P227 HOLDING.jpg|thumb|none|600px|The P227 in-game.]]&lt;br /&gt;
[[File:GRB-P227 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB-P227 AIM.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB-P227 rel 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GRB-P227 survival.jpg|thumb|none|600px|The SIG-Sauer P227 - Survival variant. It has a unique suppressor model but otherwise is the same as the base pistol stats-wise.]]&lt;br /&gt;
[[File:GR Breakpoint P227 Survival Third Person ADS.jpg|thumb|none|600px|Aiming the P227 Survival in third person.]]&lt;br /&gt;
[[File:GR Breakpoint P227 Survival First Person ADS.jpg|thumb|none|600px|Aiming the P227 Survival in first person.]]&lt;br /&gt;
[[File:GR Breakpoint P227 Survival Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GRB-P227-2.jpg|thumb|none|600px|Nomad takes a P227 off a deceased Ghost.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]]. It is unlocked after reaching Rank 10 as the Echelon Class.&lt;br /&gt;
[[File:Maxim9.jpg|thumb|350px|none|SilencerCo Maxim 9 - 9x19mm]]&lt;br /&gt;
[[File:GRB Maxim 9 menu.jpg|thumb|none|600px|The pistol in customization menu.]]&lt;br /&gt;
[[File:GRB Maxim 9 hold.jpg|thumb|none|600px|The Maxim 9 in-game.]]&lt;br /&gt;
[[File:GRB Maxim 9 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB Maxim 9 aim 2.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB Maxim 9 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD-9 Mod.2 Tactical==&lt;br /&gt;
The [[Springfield_Armory_XD#Springfield_Armory_XD_Mod.2|Springfield Armory XD-9 Mod.2]] appears in the game as the C-SFP. The blueprint can be found in Skell Security Operations in Lake Country.&lt;br /&gt;
[[file:XD9 Mod2 5.jpg|thumb|none|350px|Springfield Armory XD-9 Mod.2 5&amp;quot; Tactical - 9x19mm]]&lt;br /&gt;
[[File:GRB-XD9 menu 1.jpg|thumb|none|600px|The XD in the customization menu.]]&lt;br /&gt;
[[File:GRB-XD9 holding.jpg|thumb|none|600px|Holding the XD-9 in-game.]]&lt;br /&gt;
[[File:GRB-XD9 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB-XD9 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB-XD9 rel 3.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==CZ Scorpion Evo 3 A1==&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] appears in the game as the Scorpion EVO3.&lt;br /&gt;
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:GRB Scorpion Evo 3 A1 holding.jpg|thumb|none|600px|A Ghost wields the Scorpion Evo 3 A1.]]&lt;br /&gt;
[[File:GRB Scorpion Evo 3 A1 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB Scorpion Evo 3 A1 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB Scorpion Evo 3 A1 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GRB Scorpion Evo 3 A1 menu 1.jpg|thumb|none|600px|The Scorpion EVO3 in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
===CZ Scorpion Evo 3 S1===&lt;br /&gt;
A variant of the weapon with a telescoping stock, long barrel, and an M-LOK handguard appears as the Scorpion EVO3 CQC, it can be unlocked by reaching level 10 in the Panther class. Another variant of the CQC variant, the EVO3 Tactical comes equipped with a different stock with a shorter handguard and an integrated suppressor. The EVO3 Tactical fires in three-round bursts and semi-automatic.&lt;br /&gt;
[[File:MSR Cz Scorp evo3 s1 carbine.jpg|thumb|none|350px|CZ Scorpion Evo 3 S1 carbine with Extended M-LOK Handguard. - 9x19mm]]&lt;br /&gt;
[[File:GRB EVO3 CQC menu 1.jpg|thumb|none|600px|The Scorpion EVO3 CQC in the customization menu.]]&lt;br /&gt;
[[File:GRB Scorpion EVO3 Tactical menu.jpg|thumb|none|600px|The Scorpion EVO3 Tactical in the customization menu.]]&lt;br /&gt;
[[File:GRB EVO3 CQC hold.jpg|thumb|none|600px|A Ghost wields the Scorpion Evo 3 A1.]]&lt;br /&gt;
[[File:GRB EVO3 CQC aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB EVO3 CQC aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB EVO3 CQC rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GRB Scorpion EVO3 Tactical hold.jpg|thumb|none|600px|A Ghost wields the Scorpion Evo 3.]]&lt;br /&gt;
[[File:GRB Scorpion EVO3 Tactical aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB Scorpion EVO3 Tactical aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB Scorpion EVO3 Tactical rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==FN P90TR==&lt;br /&gt;
The [[FN P90 TR]] appears in the game as the P90. The blueprint can be found in a Behemoth Defense Area in Good Hope Mountain. A unique variant, Flycather's P90 is awarded to the player when they kill Flycatcher, one of the Walker's four lieutenants.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|350px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:GRB P90TR menu 1.jpg|thumb|none|600px|The P90 in the customization menu.]]&lt;br /&gt;
[[File:GRB P90TR holding.jpg|thumb|none|600px|A Ghost wields the P90.]]&lt;br /&gt;
[[File:GRB P90TR aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB P90TR aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB P90TR rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 MLI==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5 MLI]] appears in the game as the MP5. The blueprint can be found in Maunga Nui Eco Park in Liberty. A unique variant of the MP5 called the MP5 SHD is awarded to players who've played ''[[The Division 2]]''. Like the LVOA-C Division from ''[[Ghost Recon Wildlands]]'', it comes with a white and orange Division motif.&lt;br /&gt;
[[file:Heckler-Koch-MP5-MLI.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5 MLI - 9x19mm]]&lt;br /&gt;
[[File:GRB MP5 menu 1.jpg|thumb|none|600px|The MP5 in the customization menu.]]&lt;br /&gt;
[[File:GR Breakpoint MP5 SHD.jpg|thumb|none|600px|The MP5 SHD in Gunsmith.]]&lt;br /&gt;
[[File:GRB MP5 holds.jpg|thumb|none|600px|A Ghost wields the MP5.]]&lt;br /&gt;
[[File:GRB MP5 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB MP5 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB MP5 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GR Breakpoint MP5 SHD Overview.jpg|thumb|none|600px|Nomad holding the MP5 SHD.]]&lt;br /&gt;
[[File:GR Breakpoint MP5 SHD Third Person ADS.jpg|thumb|none|600px|Aiming the MP5 SHD in third person.]]&lt;br /&gt;
[[File:GR Breakpoint MP5 SHD First Person ADS.jpg|thumb|none|600px|Aiming the MP5 SHD in first person.]]&lt;br /&gt;
[[File:GR Breakpoint MP5 SHD Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] appears in the game as the MP7. The blueprint can be found in Outpost Black Tiger in New Argyle.&lt;br /&gt;
[[File:MP7 40rdmag.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight, 40-round magazine, and stock extended - 4.6x30mm]]&lt;br /&gt;
[[File:GRB mp7 menu 1.jpg|thumb|none|600px|The MP7 in the customization menu.]]&lt;br /&gt;
[[File:GRB mp7 hold.jpg|thumb|none|600px|A Ghost wields the MP7.]]&lt;br /&gt;
[[File:GRB mp7 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB mp7 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB mp7 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch UMP45]] appears in the game under its real name. The blueprint can be found in Longford Farm in Fen Bog.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|350px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:GRB-UMP45 menu 1.jpg|thumb|none|600px|The UMP in the customization menu.]]&lt;br /&gt;
[[File:GRB UMP hold.jpg|thumb|none|600px|A Ghost wields the UMP.]]&lt;br /&gt;
[[File:GRB UMP aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB UMP aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB UMP rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[Uzi|IMI Uzi]]. Weapons added with the [[The Terminator|Terminator]] event. January 2020.&lt;br /&gt;
[[file:Uzi.jpg|thumb|none|350px|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[File:GRB UZI menu.jpg|thumb|none|600px|The IMI Uzi in the customization menu.]]&lt;br /&gt;
[[File:GRB UZI hold.jpg|thumb|none|600px|A Ghost wields the IMI Uzi.]]&lt;br /&gt;
[[File:GRB UZI aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB UZI aim 2.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB UZI rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz-SN==&lt;br /&gt;
The [[PP-19-01 Vityaz|PP-19-01 Vityaz-SN]] appears in the game as the SN-9mm. The blueprint can be found in the Infinity Transportation Hub in Infinity.&lt;br /&gt;
[[File:VityazsnOSN.jpg|thumb|none|350px|PP-19-01 Vityaz-SN with Zenit accessories - 9x19mm]]&lt;br /&gt;
[[File:GRB Vityaz-SN menu 1.jpg|thumb|none|600px|The Vityaz-SN in the customization menu.]]&lt;br /&gt;
[[File:GRB Vityaz-SN hold.jpg|thumb|none|600px|A Ghost wields the Vityaz-SN.]]&lt;br /&gt;
[[File:GRB Vityaz-SN aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB Vityaz-SN aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB Vityaz-SN rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] Gen 2 appears in the game under its real name, yet still shown with an MPX prototype's telescoping stock and top rail like in ''[[Ghost Recon Wildlands]]''. The blueprint is awared to the player when they complete the sidemission Firepower found in Whaler's Bay.&lt;br /&gt;
[[File:SIG MPX SBR.jpg|thumb|none|350px|SIG-Sauer MPX SBR, Gen 2 - 9x19mm]]&lt;br /&gt;
[[File:MPX SS2013.jpg|thumb|none|350px|SIG-Sauer MPX, prototype model - 9x19mm]]&lt;br /&gt;
[[File:GRB MPX menu 1.jpg|thumb|none|600px|The MPX in the customization menu.]]&lt;br /&gt;
[[File:GRB MPX hold.jpg|thumb|none|600px|A Ghost wields the MPX.]]&lt;br /&gt;
[[File:GRB MPX aim 1.jpg|thumb|none|600px|Aigming.]]&lt;br /&gt;
[[File:GRB MPX aim.jpg|thumb|none|600px|The host aims through the sights.]]&lt;br /&gt;
[[File:GRB MPX rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer MPX-C===&lt;br /&gt;
A variant of the MPX called the MPX Tactical comes with a longer handguard and an integrated suppressor; the overall model is reminiscent of the prototype version of the [[SIG-Sauer MPX Carbine|MPX Carbine]]. It can be found as a random drop in the Golem Island raid.&lt;br /&gt;
[[File:MPX-C silencer kit.jpg|thumb|none|400px|SIG-Sauer MPX-C prototype with optional suppressor kit - 9x19mm]]&lt;br /&gt;
[[File:GRB MPX Tactical hold.jpg|thumb|none|600px|Holding the MPX Tactical in-game.]]&lt;br /&gt;
[[File:GRB MPX Tactical menu.jpg|thumb|none|600px|The MPX Tactical in the customization menu.]]&lt;br /&gt;
[[File:GRB MPX Tactical aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB MPX Tactical aim 2.jpg|thumb|none|600px|The Ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB MPX Tactical rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==KRISS Vector==&lt;br /&gt;
The [[KRISS Vector]] appears in the game under its real name. It is one of Ghost operator Fury's default weapons.&lt;br /&gt;
[[File:KRISSVectorBlank.jpg|thumb|none|350px|TDI / KRISS USA Gen I Vector with EOTech sight and extended magazine - .45 ACP]]&lt;br /&gt;
[[File:GRB Vectror menu 1.jpg|thumb|none|600px|The Vector in the customization menu.]]&lt;br /&gt;
[[File:GRB Vectror hold.jpg|thumb|none|600px|A Ghost wields the Vector.]]&lt;br /&gt;
[[File:GRB Vectror aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB Vectror aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB Vectror rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===KRISS Vector CRB===&lt;br /&gt;
The &amp;quot;Vector Shorty&amp;quot; consists of the receiver of the base full-auto Gen I Vector, combined with the barrel shroud of a semi-auto Gen II Vector CRB Enhanced; it has an extended handguard covering a large portion of the barrel shroud, as well as a Magpul CTR stock. It was available as a Battle Reward during Act 2.&lt;br /&gt;
[[File:KRISS VECTOR GEN-II CRB BL-PL.jpg|thumb|none|450px|KRISS USA Gen II Vector CRB Enhanced - .45 ACP / 9x19mm Parabellum]]&lt;br /&gt;
[[File:GRB Vector Shorty menu.jpg|thumb|none|600px|The Vector in the customization menu.]]&lt;br /&gt;
[[File:GRB Vector Shorty hold 1.jpg|thumb|none|600px|A Ghost wields the Vector.]]&lt;br /&gt;
[[File:GRB Vector Shorty aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB Vector Shorty aim 3.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB Vector Shorty rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK Hybrid==&lt;br /&gt;
The same AK hybrid from ''[[Ghost Recon Wildlands]]'', a combination of the [[AK-47]] and [[MPi-KM-72]], returns as the AK47. The blueprint can be found in a Behemoth Defense Area in Fen Bog. &lt;br /&gt;
[[File:AK47-PolyTechLegend.jpg|thumb|350px|none|AK-47 - 7.62x39mm]]&lt;br /&gt;
[[File:MPIKM72Wood.jpg|thumb|none|350px|MPi-KM-72 - 7.62x39mm]]&lt;br /&gt;
[[File:GRB AK47 menu 1.jpg|thumb|none|600px|The AK-47 in the customization menu.]]&lt;br /&gt;
[[File:GRB AK47 hold.jpg|thumb|none|600px|A Ghost wields the AK-47.]]&lt;br /&gt;
[[File:GRB AK47 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB AK47 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB AK47 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK47 Assault&amp;quot;===&lt;br /&gt;
A variant of the AK-47, the AK47 Assault can be found as a random drop in the Golem Island raid and is fitted with Zenitco furniture.&lt;br /&gt;
[[File:GRB AK47 Assault menu.jpg|thumb|none|600px|The AK-47 Assault with Zenitco furniture in the customization menu.]]&lt;br /&gt;
[[File:GRB AK47 Assault hold.jpg|thumb|none|600px|A Ghost wields the AK47 Assault.]]&lt;br /&gt;
[[File:GRB AK47 Assault aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB AK47 Assault aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB AK47 Assault rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2012 prototype of the [[AK-12]] appears in the game as the AK12.&lt;br /&gt;
[[File:AK-12 2012.jpg|thumb|none|350px|Prototype AK-12 - 5.45x39mm, 2012 model]]&lt;br /&gt;
[[File:GRB AK12 hold.jpg|thumb|none|600px|A Ghost wields the AK-12.]]&lt;br /&gt;
[[File:GRB AK12 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB AK12 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB AK12 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GRB AK12 menu 1.jpg|thumb|none|600px|The AK-12 in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
The [[AK-74]] appears in the game as the AK74. The railed handguard from ''[[Ghost Recon Wildlands]]'' has been replaced by a standard synthetic handguard, meaning the AK-74 lacks the ability to attach underbarrel accessories this time around.&lt;br /&gt;
[[File:BulgarianAK-74.jpg|thumb|none|350px|Bulgarian manufactured AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:GRB AK74 hold.jpg|thumb|none|600px|A Ghost wields the AK-74.]]&lt;br /&gt;
[[File:GRB AK74 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB AK74 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB AK74 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GRB AK74 menu 1.jpg|thumb|none|600px|The AK-74 in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
===FAB Defense AK-74===&lt;br /&gt;
The AK-74 with a Troy Industries handguard, FAB Defense GL Core stock, FAB Defense AK Picatinny dust cover and an unusuable FAB Defense AK-Podium pistol grip bipod appears as the AK74 Assault. It was a one of the Battle Rewards during Act 1.&lt;br /&gt;
[[File:GRB AK74 assault menu 1.jpg|thumb|none|600px|The AK-74 in the customization menu.]]&lt;br /&gt;
[[File:GRB AK74 assault hold.jpg|thumb|none|600px|A Ghost wields the AK-74.]]&lt;br /&gt;
[[File:GRB AK74 assault aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB AK74 assault aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB AK74 assault rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;AK74 Scout&amp;quot;===&lt;br /&gt;
The AK-74 Scout appears identical to its Assault counterpart, with the exception to its different stock and a handguard based on a Dissident Arms one. It was available as a random reward by opening Battle Crates via the Battle Rewards.&lt;br /&gt;
[[File:GRB AK74 Scout hold.jpg|thumb|none|600px|A Ghost wields the AK-74.]]&lt;br /&gt;
[[File:GRB AK74 Scout aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB AK74 Scout aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB AK74 Scout rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GRB AK74 Scout menu.jpg|thumb|none|600px|The AK-74 in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Armalite AR-18==&lt;br /&gt;
The [[Armalite AR-18]]. Weapons added with the [[The Terminator|Terminator]] event. January 2020 (update 1.1.0). Available as a reward for level 19 event. The weapon can be equipped with a suppressor, optical sights, and an enlarged magazine.&lt;br /&gt;
[[File:AR-18.jpg|thumb|none|350px|Armalite AR-18 - 5.56x45mm]]&lt;br /&gt;
[[File:GRB AR18 menu.jpg|thumb|none|600px|The AR-18 in the customization menu.]]&lt;br /&gt;
[[File:GRB AR18 hold.jpg|thumb|none|600px|The AR-18 in-game.]]&lt;br /&gt;
[[File:GRB AR18 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB AR18 aim 2.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB AR18 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-200==&lt;br /&gt;
The [[Beretta ARX-200]] appears as the ARX200, one of the newer weapons added to the Battle Rewards. It was available as a reward in Act 2. Despite the blueprint thumbnail showing its correct magazine, the ARX-200 oddly uses the SCAR-H magazine for its in-game model.&lt;br /&gt;
[[File:ARX200.jpg|thumb|none|350px|Beretta ARX-200 - 7.62x51mm]]&lt;br /&gt;
[[File:GRB ARX200 menu.jpg|thumb|none|600px|The Beretta ARX-200 in the customization menu. Note the SCAR-H magazine.]]&lt;br /&gt;
[[File:GRB ARX200 hold.jpg|thumb|none|600px|A Ghost wields the Beretta ARX-200.]]&lt;br /&gt;
[[File:GRB ARX200 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB ARX200 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB ARX200 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] carbine appears in the game under its real name. It is fitted with appears to be an airsoft clone of the KAC RAS handguard. The blueprint can be found in a Behemoth Defense Area in Channels.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|none|350px|Colt M4 Carbine with 4 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[File:GRB M4A1 hold.jpg|thumb|none|600px|A Ghost wields the M4A1.]]&lt;br /&gt;
[[File:GRB M4A1 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB M4A1 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB M4A1 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GRB M4A1 menu 1.jpg|thumb|none|600px|The M4A1 in the customization menu. Note the KAC RAS style handguard depicted with eight vent holes instead of the proper seven. Some airsoft clones of the KAC RAS have this vent hole configuration suggesting that the in game model might have been modeled after an airsoft item.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 18 Mod 0===&lt;br /&gt;
Modifying the M4A1 with a short barrel turns it into a [[Mk 18 Mod 0]]. Another Mk 18 with a suppressor and Troy Industries Battle Ax CQB buttstock is seen in the hands of a Ghost on a loading screen.&lt;br /&gt;
[[Image:M4A1CQBR.jpg|thumb|none|350px|Mk 18 Mod 0 with 4-position stock and RIS handguard - 5.56x45mm]]&lt;br /&gt;
[[File:GRB-Mk18Mod0-World.jpg|thumb|none|600px|Nomad holding the Mk 18 Mod 0.]]&lt;br /&gt;
[[File:GRB-Mk18Mod0-LoadingScreen.jpg|thumb|none|600px|In the lower right corner can be seen Nomad with what looks like a SIG 516 CQB and another Ghost beside him with the Mk 18 Mod 0. The weapons used by the other two Ghosts behind them are too non-descript to ID.]]&lt;br /&gt;
&lt;br /&gt;
===M4A1 Block II===&lt;br /&gt;
The [[M4A1 Block II]] with a Daniel Defense RIS II FSP handguard, a Vltor EMOD stock, and a Rhino R-23 magwell grip appears as the M4A1 Assault. It was one of the Battle Rewards during Act 1. Another variant of the M4A1 Assault called the Valor was available as a pre-order bonus.&lt;br /&gt;
[[File:M4A1-RISII-FSP.jpg|thumb|none|350px|An M4A1 SOPMOD Block II fitted with the Daniel Defense RIS II FSP rail forearm - 5.56x45mm]]&lt;br /&gt;
[[File:GRB M4A1 Assault hold.jpg|thumb|none|600px|A Ghost wields the M4A1.]]&lt;br /&gt;
[[File:GRB M4A1 Assault aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB M4A1 Assault aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB M4A1 Assault rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GRB M4A1 Assault menu.jpg|thumb|none|600px|The M4A1 in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
===NDAD SURG 8===&lt;br /&gt;
The Nous Defions Arsenal Democracy (NDAD) Suppressor Upper Receiver Group (SURG) appears as the M4A1 Tactical. It can only be fired in three-round burst and semi-automatic despite the lower receiver being modelled with a full auto marking. It was a one of the Battle Rewards during Act 1.&lt;br /&gt;
[[File:NDAD SURG 8.jpg|thumb|none|350px|NDAD SURG 8 - 5.56x45mm]]&lt;br /&gt;
[[File:GRB M4A1 Tactical menu 1.jpg|thumb|none|600px|The NDAD SURG 8 in the customization menu.]]&lt;br /&gt;
[[File:GRB M4A1 Tactical hold.jpg|thumb|none|600px|A Ghost wields the NDAD SURG 8.]]&lt;br /&gt;
[[File:GRB M4A1 Tactical aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB M4A1 Tactical aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB M4A1 Tactical rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 805 BREN==&lt;br /&gt;
The [[CZ 805 BREN]] appears as the 805 BREN. It is seen used by the Wolves in the cinematic trailer and can also seen being attached to a drone. The blueprint is located in Camp Tiger in Sinking Country.&lt;br /&gt;
[[File:CZ805BREN_variant.jpg|thumb|none|350px|CZ 805 BREN A1. 5,56x45mm NATO]]&lt;br /&gt;
[[File:GRB CZ 805 BREN menu 1.jpg|thumb|none|600px|The 805 BREN A1 in the customization menu.]]&lt;br /&gt;
[[File:GRB CZ 805 BREN holdi.jpg|thumb|none|600px|A Ghost wields the 805 BREN A1.]]&lt;br /&gt;
[[File:GRB CZ 805 BREN aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB CZ 805 BREN aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB CZ 805 BREN rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:Wolves grb.jpg|thumb|none|600px|Wolves with CZ 805 BRENs in Breakpoint's official trailer.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] appears in the game as the &amp;quot;SC-20K&amp;quot;, a name it appeared under in multiple ''Splinter Cell'' games. The blueprint can be found in the Bald Peak Mine in Mount Hodgson.&lt;br /&gt;
[[file:FN_F2000_tactical.jpg|thumb|none|350px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GRB FN F2000 Tactical menu 1.jpg|thumb|none|600px|The F2000 Tactical in the customization menu.]]&lt;br /&gt;
[[File:GRB FN F2000 Tactical hold.jpg|thumb|none|600px|A Ghost wields the F2000 Tactical.]]&lt;br /&gt;
[[File:GRB FN F2000 Tactical aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB FN F2000 Tactical aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB FN F2000 Tactical rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H LB]] appears in the game as the MK17. The blueprint can be found in the Garbage Dump in Windy Island. A variant with a ''[[Ghost Recon: Future Soldier]]''-themed skin and its blueprint can be unlocked through the Ubisoft Club. &lt;br /&gt;
[[File:SCAR-H Long Barrel.jpg|thumb|none|350px|Third Generation FN SCAR-H Long Barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GRB FN SCAR-H menu 1.jpg|thumb|none|600px|The FN SCAR-H in the customization menu.]]&lt;br /&gt;
[[File:GR Breakpoint MK17 GRFS.jpg|thumb|none|600px|The MK17 GRFS in Gunsmith.]]&lt;br /&gt;
[[File:GRB FN SCAR-H hold.jpg|thumb|none|600px|A Ghost wields the FN SCAR-H.]]&lt;br /&gt;
[[File:GRB FN SCAR-H aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB FN SCAR-H aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB FN SCAR-H rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GR Breakpoint MK17 GRFS Overview.jpg|thumb|none|600px|Nomad holding the MK17 GRFS.]]&lt;br /&gt;
[[File:GR Breakpoint MK17 GRFS Third Person ADS.jpg|thumb|none|600px|Aiming the MK17 GRFS in third person.]]&lt;br /&gt;
[[File:GR Breakpoint MK17 GRFS First Person ADS.jpg|thumb|none|600px|Aiming the MK17 GRFS in first person.]]&lt;br /&gt;
[[File:GR Breakpoint MK17 GRFS Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===FN SCAR-SC===&lt;br /&gt;
The [[FN SCAR PDW|FN SCAR-SC]] appears as the MK17 Shorty. However, it is depicted as being chambered in 7.62x51mm like the base SCAR-H, whereas the real SCAR-SC only exists in 5.56x45mm.&lt;br /&gt;
[[File:SCAR-SC.jpg|thumb|none|350px|FN SCAR-SC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GRB MK17 Shorty menu.jpg|thumb|none|600px|The MK17 Shorty in the customization menu.]]&lt;br /&gt;
[[File:GRB MK17 Shorty hold.jpg|thumb|none|600px|Holding the MK17 Shorty in-game.]]&lt;br /&gt;
[[File:GRB MK17 Shorty aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB MK17 Shorty aim 2.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB MK17 Shorty rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Vltor CASV-SCAR===&lt;br /&gt;
The SCAR-H with Vltor CASV-SCAR furniture appears as the MK17 Assault, it was available as a random reward by opening a Battle Crate via the Battle Rewards.&lt;br /&gt;
[[File:Vltor CASV SCAR 17.jpg|thumb|none|450px|A SCAR 17S with Vltor CASV furniture - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GRB MK17 Assault menu.jpg|thumb|none|600px|The FN SCAR-H in the customization menu.]]&lt;br /&gt;
[[File:GRB MK17 Assault hold.jpg|thumb|none|600px|A Ghost wields the FN SCAR-H.]]&lt;br /&gt;
[[File:GRB MK17 Assault aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB MK17 Assault aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB MK17 Assault rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36K]] appears in the game rather inaccurately as the G36C. The blueprint can be found in the Air Chassis Factory in Whalers Bay.&lt;br /&gt;
[[file:HKG36KR.jpg|thumb|none|350px|Heckler &amp;amp; Koch G36KV with rail top carry handle (originally introduced for G36C) - 5.56x45mm]]&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|350px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm, for comparison.]]&lt;br /&gt;
[[File:GRB Heckler &amp;amp; Koch G36K menu 1.jpg|thumb|none|600px|The G36K in the customization menu.]]&lt;br /&gt;
[[File:GRB Heckler &amp;amp; Koch G36K holdi.jpg|thumb|none|600px|A Ghost wields the G36K.]]&lt;br /&gt;
[[File:GRB Heckler &amp;amp; Koch G36K aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB Heckler &amp;amp; Koch G36K aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB Heckler &amp;amp; Koch G36K rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch G36===&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36]] with an adjustable buttstock and [[SL8]]-style carry handle appears in the game as the &amp;quot;G36C Scout.&amp;quot; Its blueprint can be unlocked from the Ubisoft Club.&lt;br /&gt;
[[File:G36E vertical handgrip.JPG|thumb|none|350px|Heckler &amp;amp; Koch G36E with G36C-style rail top, short barrel, and vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:HK G36CKV.jpg|thumb|none|350px|Heckler &amp;amp; Koch G36C with attached KV-type buttstock - 5.56x45mm]]&lt;br /&gt;
[[File:H&amp;amp;KSL8BlackTacticalMod.jpg|thumb|none|350px|Heckler &amp;amp; Koch SL8-1 - 5.56x45mm]]&lt;br /&gt;
[[File:GRB g36c scout menu 1.jpg|thumb|none|600px|The G36 in the customization menu.]]&lt;br /&gt;
[[File:GRB g36c scout hold.jpg|thumb|none|600px|A Ghost wields the G36.]]&lt;br /&gt;
[[File:GRB g36c scout aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB g36c scout aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB g36c scout rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416F== &lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416F]] appears in the game as the 416. A variant of the 416 called the Black Ice with its titular season skin from ''[[Rainbow Six: Siege]]'' can be unlocked from the Ubisoft Club.&lt;br /&gt;
[[File:HK416F Standard.jpg|thumb|none|350px|Heckler &amp;amp; Koch HK416F standard model with 14.5&amp;quot; barrel - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:GRB 416 menu.jpg|thumb|none|600px|The HK416 in the customization menu.]]&lt;br /&gt;
[[File:GR Breakpoint 416 Black Ice.jpg|thumb|none|600px|The 416 Black Ice in Gunsmith.]]&lt;br /&gt;
[[File:GRB 416 hold.jpg|thumb|none|600px|A Ghost wields the HK416.]]&lt;br /&gt;
[[File:GRB 416 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB 416 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB 416 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GR Breakpoint 416 Black Ice Overview.jpg|thumb|none|600px|Nomad holding the 416 Black Ice.]]&lt;br /&gt;
[[File:GR Breakpoint 416 Black Ice Third Person ADS.jpg|thumb|none|600px|Aiming the 416 Black Ice in third person.]]&lt;br /&gt;
[[File:GR Breakpoint 416 Black Ice First Person ADS.jpeg|thumb|none|600px|Aiming the 416 Black Ice in first person.]]&lt;br /&gt;
[[File:GR Breakpoint 416 Black Ice Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Hera Arms CQR===&lt;br /&gt;
The HK416F with Hera Arms CQR furniture appears as the 416 Shorty and the grip from the same CQR set can be equipped as well.&lt;br /&gt;
[[File:HK416F Short.jpg|thumb|none|350px|HK416F with 11.5&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Hera Arms CQR.jpg|thumb|none|350px|Hera Arms CQR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GRB 416 Shorty menu.jpg|thumb|none|600px|The HK416 in the customization menu.]]&lt;br /&gt;
[[File:GRB 416 Shorty hold.jpg|thumb|none|600px|A Ghost wields the HK416.]]&lt;br /&gt;
[[File:GRB 416 Shorty hold 2.jpg|thumb|none|600px|A Ghost wields the HK416.]]&lt;br /&gt;
[[File:GRB 416 Shorty aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB 416 Shorty aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB 416 Shorty rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;416 Assault Special&amp;quot;===&lt;br /&gt;
The Assault Special variant has a changed telescopic stock, different handle, front handle and magazine cover. Has the same barrel length.&lt;br /&gt;
[[File:GRB 416 Assault Special menu.jpg|thumb|none|600px|The HK416 in the customization menu.]]&lt;br /&gt;
[[File:GRB 416 Assault Special hold.jpg|thumb|none|600px|A Ghost wields the HK416.]]&lt;br /&gt;
[[File:GRB 416 Assault Special aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB 416 Assault Special aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB 416 Assault Special rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;416 Scout&amp;quot;===&lt;br /&gt;
The 416 Scout is unlocked by reaching level 10 in the Medic Class.&lt;br /&gt;
[[File:GRB 416 Scout menu.jpg|thumb|none|600px|The HK416 in the customization menu. Note the [[War Sport LVOA]] handguard.]]&lt;br /&gt;
[[File:GRB 416 Scout hold.jpg|thumb|none|600px|A Ghost wields the HK416.]]&lt;br /&gt;
[[File:GRB 416 Scout aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB 416 Scout aim.jpg|thumb|none|600px|The Ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB 416 Scout rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS-D2]] appears in the game as the VHSD2. The blueprint can be found in Whitestone Farm in Fen Bog.&lt;br /&gt;
[[File:VHS2.JPG|thumb|none|350px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GRB VHSD2 menu.jpg|thumb|none|600px|The VHS-D2 in the customization menu.]]&lt;br /&gt;
[[File:GRB VHSD2 hold.jpg|thumb|none|600px|A Ghost wields the VHS-D2.]]&lt;br /&gt;
[[File:GRB VHSD2 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB VHSD2 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB VHSD2 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Imbel IA2==&lt;br /&gt;
A hybrid of the prototype and production models [[Imbel IA2]] appears in the game as the &amp;quot;A2&amp;quot;. It has the longer barrel of the prototype version and the stock of the production version. The blueprint can be found in Camp Kodiak in Driftwood Islets.&lt;br /&gt;
[[File:Imbel-IA2-556.jpg‎|thumb|none|350px|IMBEL IA2 Prototype - 5.56x45mm.]]&lt;br /&gt;
[[File:GRB A2 menu.jpg|thumb|none|600px|The IA2 in the customization menu.]]&lt;br /&gt;
[[File:IMBEL IA2.jpg‎|thumb|none|350px|IMBEL IA2 - 5.56x45mm.]]&lt;br /&gt;
[[File:GRB A2 hold.jpg|thumb|none|600px|A Ghost wields the IA2.]]&lt;br /&gt;
[[File:GRB A2 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB A2 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB A2 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Imbel IA2 CQC===&lt;br /&gt;
The [[Imbel IA2|Imbel IA2 CQC]] appears as the A2 Shorty with its prototype stock. It can be found as a random drop in the Golem Island raid.&lt;br /&gt;
[[File:IA2-5.56mm-CQC.jpg|thumb|none|350px|IMBEL IA2 CQC Prototype With 265mm barrel - 5.56x45mm.]]&lt;br /&gt;
[[File:GRB A2 Shorty menu.jpg|thumb|none|600px|The A2 Shorty in the customization menu.]]&lt;br /&gt;
[[File:GRB A2 Shorty hold.jpg|thumb|none|600px|A Ghost wields the A2 Shorty.]]&lt;br /&gt;
[[File:GRB A2 Shorty aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB A2 Shorty aim 2.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB A2 Shorty rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==IWI Tavor TAR-21==&lt;br /&gt;
The [[IWI Tavor TAR-21]] appears in the game as the Tavor. The blueprint can be found in the Engine R&amp;amp;D Center in Wild Coast. Wolves Riflemen primarily uses the Tavor as their main assault rifle.&lt;br /&gt;
[[File:tavor-tar.jpg|thumb|none|425px|IMI Tavor TAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
[[File:GRB Tavor menu.jpg|thumb|none|600px|The Tavor in the customization menu.]]&lt;br /&gt;
[[File:GRB Tavor hold.jpg|thumb|none|600px|A Ghost wields the Tavor.]]&lt;br /&gt;
[[File:GRB Tavor aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB Tavor aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB Tavor rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Tavor Scout&amp;quot;===&lt;br /&gt;
[[File:TAR21 Flattop.jpg|thumb|none|450px|IWI Tavor TAR-21 with flat top - 5.56x45mm]]&lt;br /&gt;
[[File:GRB Tavor Scout menu.jpg|thumb|none|600px|The Tavor in the customization menu.]]&lt;br /&gt;
[[File:GRB Tavor Scout hold.jpg|thumb|none|600px|A Ghost wields the Tavor.]]&lt;br /&gt;
[[File:GRB Tavor Scout aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB Tavor Scout aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB Tavor Scout rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Manticore Arms Tavor===&lt;br /&gt;
The TAR-21 with Manticore Arms and the Overwatch top rail with an unusable FAB pistol grip bipod appears as the Tavor Assault, it can be found as random drop in the Golem Island raid.&lt;br /&gt;
[[File:Manticore Arms Tavor.jpg|thumb|none|450px|IWI Tavor SAR with Manticore Arms furniture - .223 Remington]]&lt;br /&gt;
[[File:GRB Tavor Assault menu.jpg|thumb|none|600px|The Tavor Assault in the customization menu.]]&lt;br /&gt;
[[File:GRB Tavor Assault hold.jpg|thumb|none|600px|Holding the Tavor Assault in the game.]]&lt;br /&gt;
[[File:GRB Tavor Assault aim 2.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB Tavor Assault rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul Massoud==&lt;br /&gt;
The [[Bushmaster ACR|Magpul Massoud]] appears in the game as the Silver Stake Tactical and is Walker's primary weapon, both on Auroa and in flashbacks prior to the start of the game. The basic version of the weapon is known here as the Silver Stake Tactical. A variant simply known as Silver Stake is added in season two, which has a long barrel. Both Silver Stake rifles are notably the only assault rifles in the game that can accept a sniper rifle scope, specifically the Dual Range Sight.&lt;br /&gt;
[[File:Magpul Massoud.jpg|thumb|none|350px|Magpul Massoud - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GRB Silver Steak Tactical menu.jpg|thumb|none|600px|The Massoud in the customization menu.]]&lt;br /&gt;
[[File:GRB Silver Steak Tactical hold.jpg|thumb|none|600px|A Ghost wields the Massoud.]]&lt;br /&gt;
[[File:GRB Silver Steak Tactical aim.jpg|thumb|none|600px|The Ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB Silver Steak Tactical rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GRB-Walker-ACR.jpg|thumb|none|600px|Cole D. Walker ([[Jon Bernthal]]) holding a Massoud in a flashback cutscene.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Silver Stake&amp;quot;===&lt;br /&gt;
[[File:GRB Silver Stake menu.jpg|thumb|none|600px|The Massoud in the customization menu.]]&lt;br /&gt;
[[File:GRB Silver Stake hold.jpg|thumb|none|600px|A Ghost wields the Massoud.]]&lt;br /&gt;
[[File:GRB Silver Stake aim.jpg|thumb|none|600px|The Ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB Silver Stake rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR-C==&lt;br /&gt;
The [[Magpul PDR-C]] appears in the game as the Bullpup PDR. It is classified as a submachine gun despite the description of the weapon states it uses assault rifle rounds. The blueprint can be found in the Driftwood Islets Testing Zone in Driftwood Islets.&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|350px|none|A more recent model of the Magpul PDR-C with 20-round Magpul PMag and red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GRB Bullpup PDR menu.jpg|thumb|none|600px|The PDR-C in the customization menu.]]&lt;br /&gt;
[[File:GRB Bullpup PDR hold.jpg|thumb|none|600px|A Ghost wields the PDR-C.]]&lt;br /&gt;
[[File:GRB Bullpup PDR aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB Bullpup PDR aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB Bullpup PDR rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;SC-40K&amp;quot;==&lt;br /&gt;
The &amp;quot;SC-40K&amp;quot;.&lt;br /&gt;
[[File:GRB SC-20K menu.jpg|thumb|none|600px|The &amp;quot;SC-40K&amp;quot; in the customization menu.]]&lt;br /&gt;
[[File:GRB SC-20K hold.jpg|thumb|none|600px|A Ghost wields the &amp;quot;SC-40K&amp;quot;.]]&lt;br /&gt;
[[File:GRB SC-20K aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB SC-20K aim 2.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB SC-20K rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] appears in the game as the 553. Fury in promotional material carries one as her weapon of choice. The blueprint can be found in a Behemoth Defense Area in Restricted Area 01. Sentinel Riflemen and Outcasts use the 553 as their main assault rifle.&lt;br /&gt;
[[File:SG 553 LB.jpg|thumb|none|350px|Swiss Arms SG 553 LB (Long Barrel) - 5.56x45mm]]&lt;br /&gt;
[[File:GRB 553 menu.jpg|thumb|none|600px|The SG 553 in the customization menu.]]&lt;br /&gt;
[[File:GRB 553 hold.jpg|thumb|none|600px|A Ghost wields the SG 553.]]&lt;br /&gt;
[[File:GRB 553 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB 553 aim.jpg|thumb|none|600px|The Ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB 553 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===SIG SG 553 Russian===&lt;br /&gt;
The SIG SG 553's extended magazine mod takes the form of a 7.62x39mm AK magazine, thus making it a 553 Russian. This was changed in Title Update 2.1.0, however, and the 553's extended mag mod now takes the form of a much less plausible SureFire quad-stack AR-15 magazine.&lt;br /&gt;
[[File:SIG553Russian.jpg|thumb|none|350px|SIG SG 553 Russian - 7.62x39mm]]&lt;br /&gt;
[[File:GRB-SG553-Russian-LB.jpg|thumb|none|600px|The SG 553 Russian in Gunsmith, standard barrel configuration.]]&lt;br /&gt;
[[File:GRBSG553-Russian-SB.jpg|thumb|none|600px|Ditto, short barrel configuration.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;553 Scout&amp;quot;===&lt;br /&gt;
[[File:GRB 553 scout menu.jpg|thumb|none|600px|The SG 553 in the customization menu.]]&lt;br /&gt;
[[File:GRB 553 scout hold.jpg|thumb|none|600px|A Ghost wields the SG 553.]]&lt;br /&gt;
[[File:GRB 553 scout aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB 553 scout aim.jpg|thumb|none|600px|The Ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB 553 scout rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer 516 Patrol==&lt;br /&gt;
The [[SIG-Sauer 516]] appears in the game as the 516. In the cinematic trailer, Fury tosses a SIG-Sauer 516 CQB with a tan pistol grip and buttstock to Nomad. In the closed beta, only the 516 Patrol variant with a 16&amp;quot; barrel was available. The SIG 516 Patrol seems to be the Ghosts' standard issue carbine, since it's seen in the hands of numerous members of the unit including Nomad (flashbacks), Weaver, and Josiah Hill. The blueprint is awarded to the player when they've completed Song For A Revolution and Pirate Radio sidemissions.&lt;br /&gt;
[[file:516-Patrol.jpg|thumb|none|350px|SIG-Sauer 516 Patrol with 16&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:GRB 516 menu.jpg|thumb|none|600px|The 516 in the customization menu.]]&lt;br /&gt;
[[File:GRB 516 hold.jpg|thumb|none|600px|A Ghost wields the 516.]]&lt;br /&gt;
[[File:GRB 516 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB 516 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB 516 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===SIG-Sauer 516 Carbine===&lt;br /&gt;
The SIG-Sauer 516 Carbine with a Magpul MOE handguard, Magpul MOE SL stock and a Rhino R-23 magwell grip appears as the 516 Shorty.&lt;br /&gt;
[[File:516-CQB rifle.jpg|thumb|none|350px|SIG-Sauer 516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:GRB 516 Shorty hold.jpg|thumb|none|600px|A Ghost wields the 516.]]&lt;br /&gt;
[[File:GRB 516 Shorty aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB 516 Shorty aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB 516 Shorty rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GRB 516 Shorty menu.jpg|thumb|none|600px|The 516 in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3==&lt;br /&gt;
The [[Steyr AUG A3]] appears in the game as the AUG. The blueprint can be found in the Auroa Materials Depot in Smuggler Coves.&lt;br /&gt;
[[File:STEYR AUG A3 16.jpg|thumb|none|350px|Steyr AUG A3 16-inch barrel with foregrip and  scope - 5.56x45mm]]&lt;br /&gt;
[[File:GRB AUG menu.jpg|thumb|none|600px|The AUG in the customization menu.]]&lt;br /&gt;
[[File:GRB AUG hold.jpg|thumb|none|600px|A Ghost wields the AUG.]]&lt;br /&gt;
[[File:GRB AUG aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB AUG aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB AUG rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Corvus Defensio AUG A3===&lt;br /&gt;
The AUG A3 with Corvus Defensio rails appears as the AUG Assault. The AUG Assault is unlocked by reaching level 10 in the Assault class.&lt;br /&gt;
[[File:GRB AUG Assault menu.jpg|thumb|none|600px|The AUG with Corvus Defensio rails in the customization menu.]]&lt;br /&gt;
[[File:GRB AUG Assault hold.jpg|thumb|none|600px|A Ghost wields the AUG Assault.]]&lt;br /&gt;
[[File:GRB AUG Assault aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB AUG Assault aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB AUG Assault rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Valmet M82==&lt;br /&gt;
The [[Valmet M82]] was added in title update 1.1.0 to coincide with the Terminator crossover event. The M82A appears as the Resistance ASR. The blueprint can be bought from Maria's shop for 15000 Skell credits.&lt;br /&gt;
[[file:Valmet 82-2.jpg|thumb|none|400px|Valmet M82 - 5.56x45mm]]&lt;br /&gt;
[[File:GRB Valmet M82 menu.jpg|thumb|none|600px|The Valmet M82 in the customization menu.]]&lt;br /&gt;
[[File:GRB Valmet M82 hold.jpg|thumb|none|600px|A Ghost wields the Valmet M82.]]&lt;br /&gt;
[[File:GRB Valmet M82 aim1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB Valmet M82 aim 2.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB Valmet M82 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] appears in the game as the M4. The blueprint can be found in a Behemoth Defense Area in Restricted Area 01.&lt;br /&gt;
[[file:M4Super90.jpg|thumb|none|350px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[File:GRB M4 Super 90 menu.jpg|thumb|none|600px|The M4 Super 90 in the customization menu.]]&lt;br /&gt;
[[File:GRB M4 Super 90 hold.jpg|thumb|none|600px|A Ghost wields the M4 Super 90.]]&lt;br /&gt;
[[File:GRB M4 Super 90 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB M4 Super 90 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB M4 Super 90 rel1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Brügger &amp;amp; Thomet Benelli M4 Super 90===&lt;br /&gt;
The Benelli M4 with a B&amp;amp;T handguard appears as the M4 Shorty. It is found as random drop in the Golem Island raid.&lt;br /&gt;
[[File:GRB M4 Shorty hold.jpg|thumb|none|600px|A Ghost wields the M4 Super 90.]]&lt;br /&gt;
[[File:GRB M4 Shorty aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB M4 Shorty aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB M4 Shorty rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GRB M4 Shorty menu.jpg|thumb|none|600px|The M4 Super 90 in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
===KZ Benelli M4 Super 90===&lt;br /&gt;
The Benelli M4 with a KZ Quad Rail system and a fixed stock appears as the M4 Assault. It was rewarded as a random drop from a Battle Crate earned via the Battle Rewards.&lt;br /&gt;
[[File:GRB M4 Assault hold.jpg|thumb|none|600px|A Ghost wields the M4 Super 90.]]&lt;br /&gt;
[[File:GRB M4 Assault menu.jpg|thumb|none|600px|The M4 Super 90 in the customization menu.]]&lt;br /&gt;
[[File:GRB M4 Assault aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB M4 Assault aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB M4 Assault rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;BOSG12&amp;quot;==&lt;br /&gt;
The fictional BOSG12 from ''[[Rainbow Six Siege]]'', an over/under shotgun resembling weapons such as the [[Mossberg HS12]] and the Stoeger Double Defense O/U, is also available in game. The BOSG12 is a reward for defeating the fourth boss in the Titan Project raid in Golem Island. Like in ''Rainbow Six: Siege'', it fires slugs.&lt;br /&gt;
[[File:Maverick HS12.jpg|thumb|none|350px|Mossberg Maverick HS12 Thunder Ranch - 12 gauge]]&lt;br /&gt;
[[File:Stoeger Double Defense OverUnder.jpg|thumb|none|350px|Stoeger Double Defense O/U - 12 gauge]]&lt;br /&gt;
[[File:GRB bosg 12 menu.jpg|thumb|none|600px|The BOSG 12 in the customization menu.]]&lt;br /&gt;
[[File:GRB bosg 12 hold.jpg|thumb|none|600px|A Ghost wields the BOSG12.]]&lt;br /&gt;
[[File:GRB bosg 12 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB bosg 12 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB bosg 12 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] appears under its real name and was added in title update 1.1.0 to coincide with the Terminator crossover event. The blueprint can be bought from Maria's shop for 15000 Skell Credits. The SPAS-12 fires in its pump-action mode. Unlike in ''[[Ghost Recon Wildlands]]'', its stock cannot be folded and cannot be suppressed.&lt;br /&gt;
[[file:SPAS12.jpg|thumb|400px|none|Franchi SPAS-12 with butt hook attached to stock - 12 gauge]]&lt;br /&gt;
[[File:GR Breakpoint SPAS-12.jpg|thumb|none|600px|The SPAS-12 in Gunsmith.]]&lt;br /&gt;
[[File:GR Breakpoint SPAS-12 Overview.jpg|thumb|none|600px|Nomad holding the SPAS-12.]]&lt;br /&gt;
[[File:GR Breakpoint SPAS-12 Third Person ADS.jpg|thumb|none|600px|Aiming the SPAS-12 in third person.]]&lt;br /&gt;
[[File:GR Breakpoint SPAS-12 First Person ADS.jpg|thumb|none|600px|Aiming the SPAS-12 in first person.]]&lt;br /&gt;
[[File:GR Breakpoint SPAS-12 Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] appears in the game as the KSG12. The blueprint can be found in Skell Security in Infinity. A unique variant, Silverback's KSG12 is awarded to the player when they kill Silverback, one of Walker's four lieutenants. It features a tribal motif with cloth covering the end of the stock and has a tusk charm hanging from its pistol grip. Sentinel and Wolves Breachers uses the KSG12 with a FAB Defense PTK angled foregrip.&lt;br /&gt;
[[File:Kel-Tec KSG EOTech.jpg|thumb|none|350px|Kel-Tec KSG Gen 2 with EOTech 512 sight and Magpul AFG (angled foregrip) - 12 gauge]]&lt;br /&gt;
[[File:GRB KSG menu.jpg|thumb|none|600px|The KSG in the customization menu.]]&lt;br /&gt;
[[File:GR Breakpoint Silverback's KSG12.jpg|thumb|none|600px|Silverback's KSG12 in Gunsmith.]]&lt;br /&gt;
[[File:GRB KSG hold.jpg|thumb|none|600px|A Ghost wields the KSG.]]&lt;br /&gt;
[[File:GRB KSG aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB KSG aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB KSG rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GR Breakpoint Silverback's KSG12 Overview.jpg|thumb|none|600px|Nomad holding Silverback's KSG12.]]&lt;br /&gt;
[[File:GR Breakpoint Silverback's KSG12 Third Person ADS.jpg|thumb|none|600px|Aiming Silverback's KSG12 in third person.]]&lt;br /&gt;
[[File:GR Breakpoint Silverback's KSG12 First Person ADS.jpg|thumb|none|600px|Aiming Silverback's KSG12 in first person.]]&lt;br /&gt;
[[File:GR Breakpoint Silverback's KSG12 Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
The [[Saiga-12K]] appears in the game as the SASG12. The blueprint can be found in Camp Ferret in Restricted Area 01&lt;br /&gt;
[[File:saiga 12k-1.jpg|thumb|none|350px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|350px|A heavily customized Saiga-12 by the Hatcher Gun Company (H.G.C.) - 12 gauge]]&lt;br /&gt;
[[File:GRB SASG12 menu.jpg|thumb|none|600px|The Saiga-12K in the customization menu.]]&lt;br /&gt;
[[File:GRB SASG12 hold.jpg|thumb|none|600px|A Ghost wields the Saiga-12K.]]&lt;br /&gt;
[[File:GRB SASG12 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB SASG12 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB SASG12 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Vepr-12==&lt;br /&gt;
The [[Vepr-12]] appears in the game as the RU12SG. The blueprint can be found in Eternity in Liberty.&lt;br /&gt;
[[File:Vepr-12.jpg|thumb|none|350px|Molot Vepr-12 - 12 gauge]]&lt;br /&gt;
[[File:GRB RU12SG menu.jpg|thumb|none|600px|The Vepr-12 in the customization menu.]]&lt;br /&gt;
[[File:GRB RU12SG hold.jpg|thumb|none|600px|A Ghost wields the Vepr-12.]]&lt;br /&gt;
[[File:GRB RU12SG aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB RU12SG aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB RU12SG rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Zenitco Vepr-12===&lt;br /&gt;
The Vepr-12 with a Zenitco PT-1 stock and Zenitco B-20U handguard appears as the R12SG Assault. It can be found as a random drop in the Golem Island raid.&lt;br /&gt;
[[File:GRB RU12SG Assault menu.jpg|thumb|none|600px|The RU12SG Assault in the customization menu.]]&lt;br /&gt;
[[File:GRB RU12SG Assault hold.jpg|thumb|none|600px|Holding the RU12SG Assault in the game.]]&lt;br /&gt;
[[File:GRB RU12SG Assault aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB RU12SG Assault aim 2.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB RU12SG Assault rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International L115A3==&lt;br /&gt;
The [[Accuracy International AWM]] appears in the game under its UK military designation L115A3. The blueprint can be found in the Auroa Power Plant in Channels. Sentinel and Wolves snipers uses the L115A3.&lt;br /&gt;
[[File:AI L115A3.jpg|thumb|none|350px|Accuracy International L115A3 - .338 Lapua Magnum]]&lt;br /&gt;
[[File:GRB L115A3 menu.jpg|thumb|none|600px|The L115A3 in the customization menu.]]&lt;br /&gt;
[[File:GRB L115A3 hold.jpg|thumb|none|600px|A Ghost wields the L115A3.]]&lt;br /&gt;
[[File:GRB L115A3 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB L115A3 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107A1==&lt;br /&gt;
The [[Barrett M107A1]] appears in the game as the M82. The blueprint can be found in Assembly Hall Omega 01 in Restricted Area 01.&lt;br /&gt;
[[File:Barrett-M107A1 29 inch.jpg|thumb|none|350px|Barrett M107A1 with 29&amp;quot; barrel - .50 BMG]]&lt;br /&gt;
[[File:GRB M107A1 menu.jpg|thumb|none|600px|The M107A1 in the customization menu.]]&lt;br /&gt;
[[File:GRB M107A1 hold.jpg|thumb|none|600px|A Ghost wields the M107A1.]]&lt;br /&gt;
[[File:GRB M107A1 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB M107A1 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tactical Arms Stealth Recon Scout==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout]] appears in the game as the Recon-A1. The blueprint can be found in Madman Hill in Egg Islands.&lt;br /&gt;
[[File:DTASRS.jpg|thumb|none|350px|Earlier model DTA Stealth Recon Scout with quad-rail handguard and Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:GRB DTA SRS menu.jpg|thumb|none|600px|The DTA SRS in the customization menu.]]&lt;br /&gt;
[[File:GRB DTA SRS hold.jpg|thumb|none|600px|A Ghost wields the DTA SRS.]]&lt;br /&gt;
[[File:GRB DTA SRS aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB DTA SRS rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech HTI==&lt;br /&gt;
The [[Desert Tactical Arms Stealth Recon Scout|Desert Tech HTI]] appears as the HTI. The blueprint can be found in a Behemoth Defense Area in Driftwood Islets.&lt;br /&gt;
[[File:DTA HTI black 50 BMG.jpg|thumb|none|350px|Desert Tech Hard Target Interdiction (Black) - .50 BMG]]&lt;br /&gt;
[[File:GRB Desert Tech HTI menu.jpg|thumb|none|600px|The HTI in the customization menu.]]&lt;br /&gt;
[[File:GRB Desert Tech HTI hold.jpg|thumb|none|600px|A Ghost wields the HTI.]]&lt;br /&gt;
[[File:GRB Desert Tech HTI aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB Desert Tech HTI rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==M14 EBR-RI==&lt;br /&gt;
The [[M14 EBR-RI]] appears in the game as the MK14.The blueprint can be found in the Abandoned Barrack in Seal Islands.&lt;br /&gt;
[[File:Sagem14 09-1-.jpg|350px|thumb|none|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GRB MK14 menu 1.jpg|thumb|none|600px|The M14 in the customization menu.]]&lt;br /&gt;
[[File:GRB MK14 hold 2.jpg|thumb|none|600px|A Ghost wields the M14.]]&lt;br /&gt;
[[File:GRB MK14 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB MK14 aim 2.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB MK14 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 14 Mod 1 EBR===&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 1 EBR]] appears as the MK14 Assault. It can be found as a random drop in the Golem Island raid.&lt;br /&gt;
[[File:Mk 14 Mod 1 EBR.jpg|thumb|none|350px|Mk 14 Mod 1 EBR with Leupold Mark 4 scope, Tango Down pistol grip, Magpul CTR stock, cheekpad, RIS foregrip, and bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GRB MK14 Assault menu.jpg|thumb|none|600px|The M14 in the customization menu.]]&lt;br /&gt;
[[File:GRB MK14 Assault hold.jpg|thumb|none|600px|A Ghost wields the M14.]]&lt;br /&gt;
[[File:GRB MK14 Assault aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB MK14 Assault rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MK14 Termination&amp;quot;===&lt;br /&gt;
Strong M14 modification. It has 12 cartridge magazine. The sound of the shot suggests it's a gauss rifle. Weapons added with the &amp;quot;terminator&amp;quot; event. January 2020.&lt;br /&gt;
[[File:GRB MK14 Termination menu.jpg|thumb|none|600px|The MK14 Termination in the customization menu.]]&lt;br /&gt;
[[File:GRB MK14 Termination hold.jpg|thumb|none|600px|A Ghost wields the MK14 Termination.]]&lt;br /&gt;
[[File:GRB MK14 Termination aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB MK14 Termination rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] appears in the game. Maria Schulz can be seen holding one with a Magpul PRS buttstock in a cutscene. A unique variant, the G28 Wilderness was available as one of the Battle Rewards during Act 2. It has camo netting covered over the handguard and suppressor, it's also painted in a woodland camo.&lt;br /&gt;
[[File:G28 standard.jpg|thumb|none|350px|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GRB G28 menu.jpg|thumb|none|600px|The G28 in the customization menu.]]&lt;br /&gt;
[[File:GR Breakpoint G28 Wilderness.jpg|thumb|none|600px|The G28 Wilderness in Gunsmith.]]&lt;br /&gt;
[[File:GRB G28 hold.jpg|thumb|none|600px|A Ghost wields the G28.]]&lt;br /&gt;
[[File:GRB G28 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB G28 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GR Breakpoint G28 Wilderness Overview.jpeg|thumb|none|600px|Nomad holding the G28 Wilderness.]]&lt;br /&gt;
[[File:GR Breakpoint G28 Wilderness Third Person ADS.jpg|thumb|none|600px|Aiming the G28 Wilderness in third person.]]&lt;br /&gt;
[[File:GR Breakpoint G28 Wilderness Scope ADS.jpg|thumb|none|600px|Aiming with the primary scope.]]&lt;br /&gt;
[[File:GR Breakpoint G28 Wilderness Backup Sight ADS.jpg|thumb|none|600px|Aiming with the backup red dot sight.]]&lt;br /&gt;
[[File:GR Breakpoint G28 Wilderness Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;G28 Scout&amp;quot;===&lt;br /&gt;
The G28 with an MBA-4 stock and custom handguard appears as the G28 Scout. A unique variant, the G28 Scout Wolves, was one of the Battle Rewards during Act 1.&lt;br /&gt;
[[File:GRB G28 Scout menu.jpg|thumb|none|600px|The G28 in the customization menu.]]&lt;br /&gt;
[[File:GR Breakpoint G28 Scout Wolves.jpg|thumb|none|600px|The G28 Scout Wolves in Gunsmith.]]&lt;br /&gt;
[[File:GRB G28 Scout hold.jpg|thumb|none|600px|A Ghost wields the G281.]]&lt;br /&gt;
[[File:GRB G28 Scout aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB G28 Scoutrel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GR Breakpoint G28 Scout Wolves Overview.jpg|thumb|none|600px|Nomad holding the G28 Scout Wolves.]]&lt;br /&gt;
[[File:GR Breakpoint G28 Scout Wolves Third Person ADS.jpg|thumb|none|600px|Aiming the G28 Scout Wolves in third person.]]&lt;br /&gt;
[[File:GR Breakpoint G28 Scout Wolves Scope ADS.jpg|thumb|none|600px|Aiming with the primary scope.]]&lt;br /&gt;
[[File:GR Breakpoint G28 Scout Wolves Backup Sight ADS.jpg|thumb|none|600px|Aiming with the backup red dot sight.]]&lt;br /&gt;
[[File:GR Breakpoint G28 Scout Wolves Reload.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==MAS FR F2==&lt;br /&gt;
The [[MAS FR F2]] appears in the game as the FRF2. The blueprint can be found in the Land Chassis Factory in Whalers Bay.&lt;br /&gt;
[[File:FRF2 lunette Schrome.jpg|thumb|none|450px|FR F2 with bolt opened and magazine removed - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GRB FR F2 hold.jpg|thumb|none|600px|A Ghost wields the FR F2.]]&lt;br /&gt;
[[File:GRB FR F2 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB FR F2 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GRB FR F2 menu.jpg|thumb|none|600px|The FR F2 in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
==McMillan TAC-50==&lt;br /&gt;
The [[McMillan TAC-50]] appears in the game as the TAC50. The blueprint can be found in Maunga Eco Port in Smuggler Coves.&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|350px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:GRB TAC-50 menu.jpg|thumb|none|600px|The TAC-50 in the customization menu.]]&lt;br /&gt;
[[File:GRB TAC-50 hold.jpg|thumb|none|600px|A Ghost wields the TAC-50.]]&lt;br /&gt;
[[File:GRB TAC-50 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB TAC-50 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==SVD-M Dragunov==&lt;br /&gt;
The [[SVD-M]] appears in the game as the &amp;quot;SVD-63&amp;quot;. It is modeled with a 20-round magazine that holds 15 rounds. The blueprint can be found in a Behemoth Defense Area in Lake Country.&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg‎|thumb|none|350px|Commercial &amp;quot;Tiger Carbine&amp;quot; (aka &amp;quot;Dragunov Tiger&amp;quot;) version sold in the US, with synthetic furnishings used on domestic SVD-M modernized variant - 7.62x54mm R.]]&lt;br /&gt;
[[File:GRB SVD-M menu.jpg|thumb|none|600px|The SVD-M in the customization menu.]]&lt;br /&gt;
[[File:GRB SVD-M hold.jpg|thumb|none|600px|A Ghost wields the SVD-M.]]&lt;br /&gt;
[[File:GRB SVD-M aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB SVD-M rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Victrix Scorpio TGT==&lt;br /&gt;
The [[Victrix Scorpio|Victrix Scorpio TGT]] appears in the game as the Scorpio. The blueprint can be found in a Behemoth Defense Area in Sinking Country. Vasily in promotional material is using the Scorpio as his weapon of choice.&lt;br /&gt;
[[File:Victrix Scorpio TGT.jpg|thumb|none|350px|Victrix Scorpio TGT - .338 Lapua Magnum]]&lt;br /&gt;
[[File:GRB Scorpio menu.jpg|thumb|none|600px|The Scorpio TGT in the customization menu.]]&lt;br /&gt;
[[File:GRB Scorpio hold.jpg|thumb|none|600px|A Ghost wields the Scorpio TGT.]]&lt;br /&gt;
[[File:GRB Scorpio aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB Scorpio rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Victrix Scorpio TCT===&lt;br /&gt;
[[Victrix Scorpio|Victrix Scorpio TCT]] appears as the Scorpio Scout. It is unlocked when the player reaches level 10 in the Sharpshooter class.&lt;br /&gt;
[[File:Scorpio-tct.jpg|thumb|none|350px|Victrix Scorpio TCT - .338 Lapua Magnum]]&lt;br /&gt;
[[File:GRB Scorpio Scout menu.jpg|thumb|none|600px|The Scorpio TCT in the customization menu.]]&lt;br /&gt;
[[File:GRB Scorpio Scout hold.jpg|thumb|none|600px|A Ghost wields the Scorpio TCT.]]&lt;br /&gt;
[[File:GRB Scorpio Scout aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB Scorpio Scout rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Zastava M93 Black Arrow==&lt;br /&gt;
The [[Zastava M93 Black Arrow]] appears as the Zastava M93. It is unlocked when the player kill Rosebud, one of Walker's four lieutenants. Unlike the other unique variants, the M93 doesn't have a unique name or unique skin.&lt;br /&gt;
[[File:Zastava M93.jpg|thumb|none|350px|Zastava M93 &amp;quot;Black Arrow&amp;quot; - .50 BMG]]&lt;br /&gt;
[[File:GRB M93 Black Arrow menu.jpg|thumb|none|600px|The M93 Black Arrow in the customization menu.]]&lt;br /&gt;
[[File:GRB M93 Black Arrow hold.jpg|thumb|none|600px|A Ghost wields the M93 Black Arrow1.]]&lt;br /&gt;
[[File:GRB M93 Black Arrow aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB M93 Black Arrow rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Dillon Aero M134 (Hand Held)==&lt;br /&gt;
Sentinel heavies carry hand-held [[Dillon Aero M134 Minigun]]s, the player is unable to use it.&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|350px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GRB minigun hand held 1.jpg|thumb|none|600px|A Sentinel heavy patrolling with the M134.]]&lt;br /&gt;
[[File:GRB minigun hand held 2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:GRB minigun hand held 3.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:GRB minigun hand held 4.jpg|thumb|none|600px|The heavy firing his M134.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L86A2 LSW==&lt;br /&gt;
The [[Enfield L86A2 LSW]] appears in the game as the L86A1. The blueprint can be found in Outpost Red Ferret in Restricted Area 01.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|350px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GRB L86A1 menu.jpg|thumb|none|600px|The L86A2 in the customization menu.]]&lt;br /&gt;
[[File:GRB L86A1 gold.jpg|thumb|none|600px|The L86A2 in-game.]]&lt;br /&gt;
[[File:GRB L86A1 aim 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB L86A1 aim 1.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB L86A1 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==FN Mk 48 Mod 0==&lt;br /&gt;
The [[FN Mk 48 Mod 0]] appears in the game as the MK48. The blueprint can be found in the Auroa Parliament in Liberty.&lt;br /&gt;
[[file:MK48.jpg|thumb|none|350px|Mk 48 Mod 0 - 7.62x51mm NATO]] &lt;br /&gt;
[[File:GRB MK48 hold.jpg|thumb|none|600px|The Mk 48 Mod 0 in-game.]]&lt;br /&gt;
[[File:GRB MK48 aim 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB MK48 aim 1.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB MK48 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:GRB MK48 menu.jpg|thumb|none|600px|The Mk 48 Mod 0 in the customization menu.]]&lt;br /&gt;
&lt;br /&gt;
===Mk 46 Mod 1===&lt;br /&gt;
The [[Mk 46 Mod 1]] with a Minimi Mk3 buttstock appears as the MK48 Compact.&lt;br /&gt;
[[Image:MK46 MOD 1.jpg|thumb|none|400px|Mk 46 Mod 1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GRB MK48 Compact menu.jpg|thumb|none|600px|The Mk 46 in the customization menu.]]&lt;br /&gt;
[[File:GRB MK48 Compact hold.jpg|thumb|none|600px|The Mk 46 in-game.]]&lt;br /&gt;
[[File:GRB MK48 Compact aim 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB MK48 Compact aim 1.jpg|thumb|none|600px|The Ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB MK48 Compact rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===MK48 SAW===&lt;br /&gt;
[[File:GRB mk48 saw hold.jpg|thumb|none|600px|Holding the MK48 SAW in the game.]]&lt;br /&gt;
[[File:GRB mk48 saw menu.jpg|thumb|none|600px|The MK48 SAW in the customization menu.]]&lt;br /&gt;
[[File:GRB mk48 saw aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB mk48 saw aim 2.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB mk48 saw rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears in the game as the MG121. The blueprint can be found in the Ammunation Depot in Sinking Country.&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|350px|Heckler &amp;amp; Koch MG5 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GRB MG121 menu.jpg|thumb|none|600px|The MG5 in the customization menu.]]&lt;br /&gt;
[[File:GRB MG121 hold.jpg|thumb|none|600px|The MG5 in-game.]]&lt;br /&gt;
[[File:GRB MG121 aim 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB MG121 aim1.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB MG121 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LMG A1==&lt;br /&gt;
The [[Knight's Armament Stoner LMG A1]] appears in the game as the Stoner. Unlike in ''[[Ghost Recon Wildlands]]'', it has the buttstock of the original Stoner LMG. It is rewarded to the player when they complete the Ghost Of The Past and Critical Mass sidemissions.&lt;br /&gt;
[[file:LMG A1.jpg|thumb|none|350px|KAC Stoner LMG A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GRB stoner menu.jpg|thumb|none|600px|The LMG A1 in the customization menu.]]&lt;br /&gt;
[[File:GRB stoner hold.jpg|thumb|none|600px|The LMG A1 in-game.]]&lt;br /&gt;
[[File:GRB stoner aim 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB stoner aim 1.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB stoner rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Knight's Armament LMG===&lt;br /&gt;
The [[Knight's Armament Stoner LMG]] appears in the game as the &amp;quot;Stoner Compact&amp;quot;. This variant uses the same stock as its normal counterpart. Fixit in promotional materials uses the Stoner Compact as his weapon of choice.&lt;br /&gt;
[[file:KAC LMG.jpg|thumb|none|350px|KAC Stoner LMG - 5.56x45mm NATO]]&lt;br /&gt;
[[File:GRB stoner compact menu1.jpg|thumb|none|600px|The Stoner LMG in the customization menu.]]&lt;br /&gt;
[[File:GRB stoner compact holding.jpg|thumb|none|600px|A Ghost wields the Stoner LMG.]]&lt;br /&gt;
[[File:GRB stoner compact aim1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB stoner compact aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB stoner compact rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==LSAT CT-MMG==&lt;br /&gt;
The [[LSAT]] appears in the game as the CTMMG (Cased Telescoped Medium Machine Gun). The blueprint can be found in the Sentinel Corp Land Base in Sinking Country.&lt;br /&gt;
[[File:LSAT-CT-MMG.JPG|thumb|none|350px|LSAT Cased Telescoped Medium Machine Gun - 7.62mm CT]]&lt;br /&gt;
[[File:GRB CTMMG menu.jpg|thumb|none|600px|The CT-MMG in the customization menu.]]&lt;br /&gt;
[[File:GRB CTMMG hold.jpg|thumb|none|600px|The CT-MMG in-game.]]&lt;br /&gt;
[[File:GRB CTMMG aim 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB CTMMG aim 1.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB CTMMG rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears in the game under its GRAU designation 6P41. The blueprint can be found in a Behemoth Defense Area in Mount Hodgson.&lt;br /&gt;
[[File:Pecheneg.jpg|thumb|350px|none|PKP Pecheneg with ammo box - 7.62x54mm R]]&lt;br /&gt;
[[File:GRB 6P41 menu.jpg|thumb|none|600px|The Pecheneg in the customization menu.]]&lt;br /&gt;
[[File:GRB 6P41 hold.jpg|thumb|none|600px|The Pecheneg in-game.]]&lt;br /&gt;
[[File:GRB 6P41 aim 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB 6P41 aim 1.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB 6P41 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==QBB-95==&lt;br /&gt;
The [[QBB-95]] appears in the game as the T95. It feeds from an AR-15 pattern magazine like the QBB-97 export variant, but has a standard QBB-95 magwell. The blueprint can be found in a Behemoth Defense Area in Lake Country.&lt;br /&gt;
[[File:QBB95.jpg|thumb|none|350px|Norinco QBB-95 - 5.8x42mm]]&lt;br /&gt;
[[File:QBB97.jpg|thumb|none|350px|Norinco QBB-97 - 5.56x45mm NATO. Note the deeper magwell, which the in-game model lacks.]]&lt;br /&gt;
[[File:GRB T95 menu.jpg|thumb|none|600px|The QBB-95 in the customization menu.]]&lt;br /&gt;
[[File:GRB T95 hold.jpg|thumb|none|600px|The QBB-95 in-game.]]&lt;br /&gt;
[[File:GRB T95 aim 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB T95 aim 1.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB T95rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==Carl Gustaf M3==&lt;br /&gt;
The [[Carl Gustaf M3]] appears as an equippable item under the name RAT-4. Sentinel Rocket Gunners uses an exclusive black RAT-4 not usable by the player.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|350px|Carl Gustaf M3 - 84x246mm R]]&lt;br /&gt;
[[File:GRB Carl Gustaf M3 1.jpg|thumb|none|600px|Carl Gustaf M3 in game.]]&lt;br /&gt;
[[File:GRB Carl Gustaf M3 2.jpg|thumb|none|600px|Carl Gustaf M3 in game.]]&lt;br /&gt;
[[File:GRB Carl Gustaf M3 3.jpg|thumb|none|600px|Carl Gustaf M3 in game.]]&lt;br /&gt;
[[File:GRB Carl Gustaf M3 4.jpg|thumb|none|600px|Carl Gustaf M3 in game.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
[[Heckler_%26_Koch_AG_grenade_launcher_series#M320|Heckler &amp;amp; Koch M320]]. The M320 is available as a special skill in the Sharpshooter class. The grenade launcher fires a sensor grenade that marks enemies.&lt;br /&gt;
[[File:XM320 stock extended.jpg|thumb|none|350px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[File:GRB M320 hold.jpg|thumb|none|600px|A Ghost wields the M320.]]&lt;br /&gt;
[[File:GRB M320 aim.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB M320 rel 1.jpg|thumb|none|600px|Reloading the M320.]]&lt;br /&gt;
[[File:GRB M320 rel 2.jpg|thumb|none|600px|Reloading the M320.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher (airsoft)==&lt;br /&gt;
An airsoft version of the [[M203 grenade launcher]] appears as the Underbarrel Grenade Launcher. The reload animation incorrectly depicts the round being inserted into the muzzle similarly to a [[GP-series grenade launcher]]. The reload animation is a carry-over from ''[[Ghost Recon Wildlands]]''.&lt;br /&gt;
[[File:G&amp;amp;P M203.jpg|thumb|none|350px|'''Airsoft''' M203 made by G&amp;amp;P - (fake) 40x46mm. Note the RIS mount and removed trigger guard.]]&lt;br /&gt;
[[File:GRB M203 ak12 1.jpg|thumb|none|600px|AK12 with M203]]&lt;br /&gt;
[[File:GRB M203 ak12 2.jpg|thumb|none|600px|AK12 with M203]]&lt;br /&gt;
[[File:GRB M203 vhs2 1.jpg|thumb|none|600px|VHS-2 with M203]]&lt;br /&gt;
[[File:GRB M203 vhs2 2.jpg|thumb|none|600px|VHS-2 with M203]]&lt;br /&gt;
[[File:GRB M203 m4a1 1.jpg|thumb|none|600px|M4A1 with M203]]&lt;br /&gt;
[[File:GRB M203 m4a1 rel.jpg|thumb|none|600px|M4A1 with M203. Reloading]]&lt;br /&gt;
&lt;br /&gt;
==Milkor Mark 14 / M32A1==&lt;br /&gt;
The [[Milkor_MGL#Mark_14_.2F_M32A1|Mark 14 / M32A1]]. The weapon has been added with update 1.1.0. It can be obtained after completing the second (last) mission related to the &amp;quot;terminator&amp;quot; event. It cannot be modified.&lt;br /&gt;
[[File:Milkor M32A1 black.jpg|thumb|none|450px|Milkor Mark 14 in black finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:GRB MGL1 menu.jpg|thumb|none|600px|The M32A1 in the customization menu.]]&lt;br /&gt;
[[File:GRB MGL1 hold.jpg|thumb|none|600px|The M32A1 in-game.]]&lt;br /&gt;
[[File:GRB MGL1 aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB MGL1 aim 2.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB MGL1 rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;MGL|Terminator&amp;quot;===&lt;br /&gt;
[[File:GRB MGL menu.jpg|thumb|none|600px|The MGL|Terminator in the customization menu.]]&lt;br /&gt;
[[File:GRB MGL hold.jpg|thumb|none|600px|The MGL|Terminator in-game.]]&lt;br /&gt;
[[File:GRB MGL aim 1.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:GRB MGL aim 2.jpg|thumb|none|600px|The ghost aims through the sights.]]&lt;br /&gt;
[[File:GRB MGL rel.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Guns=&lt;br /&gt;
==Browning M2 Aircraft==&lt;br /&gt;
[[Browning M2 Aircraft]] machine guns are mounted on Incubus drones in the game. One can also be seen in the upper Sperry turret of a crashed B-17 Flying Fortress.&lt;br /&gt;
[[File:m2_aircraft_flexible.jpg|thumb|none|350px|M2 Aircraft (flexible.) .50 BMG]]&lt;br /&gt;
[[File:GRB M2 Aircraft 1.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:GRB M2 Aircraft 2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:GRB M2 Aircraft 3.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:GRB-M2Aircraft.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:GRB-B17-Turret.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Autocannon==&lt;br /&gt;
A fictional autocannon is mounted on some vehicles.&lt;br /&gt;
[[File:GRB-Autocannon.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] appears in the game mounted on vehicles.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GRB-Minigun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
In the most egregious case of overmatch yet, twin [[General Electric GAU-8/A Avenger]] rotary cannons with shortened barrels appear on Behemoth drones in the game.&lt;br /&gt;
[[File:Hires GAU8.jpg|thumb|350px|none|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:GRB-Behemoth-GAU8 1.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:GRB-Behemoth-GAU8 2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:GRB-Behemoth-GAU8.jpg|thumb|none|600px|The ''Brrt'' isn't so nice to hear when you're the one in front of it!]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] appears mounted under the nose of Cobra attack helicopters.&lt;br /&gt;
[[Image:M197VulcanAH-1Z “Viper”.jpg|thumb||none|400px|M197 Vulcan chin-mounted on an AH-1Z &amp;quot;Viper&amp;quot;, a newer version of the AH-1 Cobra.]]&lt;br /&gt;
[[File:GRB-M197.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==Fictional EMP Grenade==&lt;br /&gt;
A fictional EMP grenade can be used to disable drones for a short amount of time.&lt;br /&gt;
[[File:GRB EMP Grenade.jpg|thumb|none|600px|EMP Grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] appears as the Frag Grenade.&lt;br /&gt;
[[file:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:GRB M26 Hand Grenade.jpg|thumb|none|600px|M26 Hand Grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] appears in the game as the Flashbang.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
[[File:GRB M84 Stun Grenade.jpg|thumb|none|600px|M84 Stun Grenade in game]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
The M112 C4 Demolition Pack appears in the game as the C4 Charge.&lt;br /&gt;
[[File:M112.jpg|thumb|none|350px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:GRB M112 C4 1.jpg|thumb|none|600px|M112 C4 Demolition Pack in game.]]&lt;br /&gt;
[[File:GRB M112 C4 2.jpg|thumb|none|600px|M112 C4 Demolition Pack in game.]]&lt;br /&gt;
&lt;br /&gt;
==RGR-Rulet VV Tear Gas Grenade==&lt;br /&gt;
The Assault class has access to a gas grenade somewhat resembling the Russian [[RGR-Rulet-VV grenade|RGR-Rulet-VV]] tear gas grenade, although the gas it emits is significantly more lethal than tear gas.&lt;br /&gt;
[[File:RGR grenade.jpg|thumb|150px|none|RGR-Rulet-VV Grenade]]&lt;br /&gt;
[[File:GRB RGR-Rulet VV Tear Gas Grenade.jpg|thumb|none|600px|RGR-Rulet VV Tear Gas Grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==TS-50 Anti-Personnel Mine==&lt;br /&gt;
The [[TS-50 anti-personnel mine]] appears in the game as the Mine Mk. 1.&lt;br /&gt;
[[File:Tecnovar TS-50.jpg|thumb|none|150px|TS-50 anti-personnel mine]]&lt;br /&gt;
[[File:GRB TS-50 Anti-Personnel Mine 1.jpg|thumb|none|600px|TS-50 in game.]]&lt;br /&gt;
[[File:GRB TS-50 Anti-Personnel Mine 2.jpg|thumb|none|600px|TS-50 in game.]]&lt;br /&gt;
&lt;br /&gt;
=Unusable Weapons=&lt;br /&gt;
==Flintlock Pistols==&lt;br /&gt;
A pair of [[Flintlock Pistol]]s and a pirate flag can be seen in a collection of artifacts.&lt;br /&gt;
[[File:GRB-Flintlocks.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK21==&lt;br /&gt;
Josiah Hill is seen holding what resembles a [[Heckler &amp;amp; Koch HK21]] in a collectible photograph of him and Walker in Afghanistan.&lt;br /&gt;
[[File:HK21E.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK21E - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GRB-M4A1-Cole-Walker.jpg|thumb|none|600px|The HK21 in Hill's hand on the left.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The [[M26 MASS]] has started appearing on enemy weapons as of Title Update 2.1.0, but so far is not usable.&lt;br /&gt;
[[File:M26 MASS 5 round.jpg|thumb|none|400px|Standalone version of M26 MASS with iron sights, M4-style telescoping stock and pistol grip - 12 gauge]]&lt;br /&gt;
[[File:GRB-M26MASS.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M203A2 Grenade Launcher==&lt;br /&gt;
An [[M203 Grenade Launcher|M203A2 grenade launcher]] appears on an [[M4A1 carbine]] held by Walker in a collectible photograph of him and Josiah Hill in Afghanistan.&lt;br /&gt;
[[File:M203 ANPSQ-18A.jpg|thumb|none|375px|M203A2 grenade launcher with an AN/PSQ-18A day/night sight - 40x46mm.]]&lt;br /&gt;
[[File:GRB-M4A1-Cole-Walker.jpg|thumb|none|600px|The M203A2 mounted to an M4 in Walker's hands on the left.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SSG 3000==&lt;br /&gt;
A [[SIG-Sauer SSG 3000]] appears on the Marksman class patch.&lt;br /&gt;
[[Image:SSG3000.jpg|thumb|none|400px|SIG-Sauer SSG 3000 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:GRB-SSG3000.jpg|thumb|none|600px|Fury indulges a Homesteader who wants to know where she got her nifty SSG 3000 patch.]]&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Paragraph_78_(Paragraf_78)&amp;diff=1358572</id>
		<title>Paragraph 78 (Paragraf 78)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Paragraph_78_(Paragraf_78)&amp;diff=1358572"/>
		<updated>2020-07-12T23:40:59Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie&lt;br /&gt;
|name = Paragraph 78&amp;lt;br&amp;gt; Paragraf 78 &lt;br /&gt;
|picture = Paragraf poster.jpg&lt;br /&gt;
|caption = ''DVD cover''&lt;br /&gt;
|country = [[Image:RUS.jpg|25px]] Russia&lt;br /&gt;
|director = Mikhail Khleborodov&lt;br /&gt;
|date= 2007&lt;br /&gt;
|language = Russian&lt;br /&gt;
|studio= MB Productions&amp;lt;br&amp;gt; Star Magic&amp;lt;br&amp;gt; Stimul M Production &lt;br /&gt;
|distributor=MB Productions&amp;lt;br&amp;gt; Central Partnership&lt;br /&gt;
|character1=Goodwin&lt;br /&gt;
|actor1=[[Gosha Kutsenko]]&lt;br /&gt;
|character2=Skiff&lt;br /&gt;
|actor2=[[Vladimir Vdovichenkov]]&lt;br /&gt;
|character3=Fox&lt;br /&gt;
|actor3=Anastasiya Slanevskaya&lt;br /&gt;
|character4=Festival&lt;br /&gt;
|actor4=[[Grigoriy Siyatvinda]]&lt;br /&gt;
|character5=Spam&lt;br /&gt;
|actor5=[[Anatoliy Belyy]]&lt;br /&gt;
|character6=Doctor&lt;br /&gt;
|actor6=[[Yusup Bakhshiev]]&lt;br /&gt;
|character7=Lyuba&lt;br /&gt;
|actor7=[[Stanislav Duzhnikov]]&lt;br /&gt;
|character8=Pay&lt;br /&gt;
|actor8=[[Aziz Beyshenaliev]]&lt;br /&gt;
|character9=Doctor&lt;br /&gt;
|actor9=[[Yusup Bakhshiev]]&lt;br /&gt;
|character9=The warden&lt;br /&gt;
|actor9=[[Mikhail Efremov]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Paragraph 78''''' (''Параграф 78''; '''Paragraf 78''') is a Russian 2007 horror and unofficial remake of the cult 2002 film [[Resident Evil (2002 Film)|Resident Evil]].&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The base doctor (Aleksey Malashkin) holds an obviously unloaded [[Makarov PM]]. &lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Paragraf pistol 3 1.jpg|thumb|none|600px|The doctor (Aleksey Malashkin) aims.]]&lt;br /&gt;
[[Image:Paragraf pistol 3 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Paragraf pistol 3 3.jpg|thumb|none|600px|Close Up.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
Two agents can be seen armed with [[Glock 17]] pistols, but never fires them.&lt;br /&gt;
[[Image:Glock171stGen.jpg|thumb|none|300px|1st Generation Glock 17 - 9x19mm]]&lt;br /&gt;
[[Image:Paragraf pistol 1 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Paragraf pistol 1 2.jpg|thumb|none|600px|The pistol's shape can be seen here.]]&lt;br /&gt;
[[Image:Paragraf pistol 1 3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==TSD Tactical M9X Tac==&lt;br /&gt;
Fox (Anastasiya Slanevskaya) carries a [[TSD Tactical M9X Tac]] pistol, which is an Airsoft replica of the [[Beretta 92FS]] with a frame rail and compensator. At the film's climax, her pistol appears in the hands of Doctor ([[Yusup Bakhshiev]]) and Goodwin ([[Gosha Kutsenko]]).&lt;br /&gt;
[[File:TSD Tactical M9X Tac.jpg|thumb|300px|none|'''Airsoft''' TSD Tactical M9X Tac]]&lt;br /&gt;
[[Image:Paragraf pistol 2 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Paragraf pistol 2 2.jpg|thumb|none|600px|Fox (Anastasiya Slanevskaya) with the pistol.]]&lt;br /&gt;
[[Image:Paragraf pistol 2 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Paragraf pistol 2 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Paragraf pistol 2 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Paragraf pistol 2 6.jpg|thumb|none|600px|Good view of the pistol's shape.]]&lt;br /&gt;
[[Image:Paragraf pistol 4 1.jpg|thumb|none|600px|Doctor ([[Yusup Bakhshiev]]) fires.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Mossberg 500 Cruiser==&lt;br /&gt;
Prison guards uses [[Mossberg 500 Cruiser]] shotguns during a riot. Lyuba ([[Stanislav Duzhnikov]]) briefly holds another [[Mossberg 500 Cruiser]].&lt;br /&gt;
[[Image:Mossberg500Cruiser.jpg|thumb|none|400px|Mossberg 500 Cruiser - 12 gauge]]&lt;br /&gt;
[[Image:Paragraf shotgun 1 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Paragraf shotgun 1 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Paragraf shotgun 3 1.jpg|thumb|none|600px|Lyuba ([[Stanislav Duzhnikov]]) with the shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MP-133==&lt;br /&gt;
Militia (Russian police) briefly holds [[Baikal MP-133]] shotgun.&lt;br /&gt;
[[Image:Baikal MP-133 Pistol Grip.jpg|thumb|none|400px|Baikal MP-133 with pistol grip - 12 gauge]]&lt;br /&gt;
[[Image:Paragraf shotgun 2 1.jpg|thumb|none|600px|Militiaman aims at Festival ([[Grigoriy Siyatvinda]])]]&lt;br /&gt;
[[Image:Paragraf shotgun 2 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==AKMS==&lt;br /&gt;
Skiff ([[Vladimir Vdovichenkov]]) and Spam ([[Anatoliy Belyy]]) use [[AKMS]] rifles as their duty firearm.&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|400px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[Image:Paragraf rifle 4 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Paragraf rifle 4 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Paragraf rifle 4 3.jpg|thumb|none|600px|Good view of the rifle.]]&lt;br /&gt;
[[Image:Paragraf rifle 4 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Paragraf rifle 4 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Paragraf rifle 4 9.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Paragraf rifle 4 7.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Paragraf rifle 4 8.jpg|thumb|none|600px|Close view of the barrel.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74==&lt;br /&gt;
Goodwin ([[Gosha Kutsenko]]), Skiff ([[Vladimir Vdovichenkov]]), Fox (Anastasiya Slanevskaya), Spam ([[Anatoliy Belyy]]) and Pay ([[Aziz Beyshenaliev]]) and Lyuba ([[Stanislav Duzhnikov]]) carries what appears to be [[AKS-74]] rifles at the beginning of the film.&lt;br /&gt;
[[File:AKS-74.jpg|thumb|400px|none|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:Paragraf rifle 1 1.jpg|thumb|none|600px|Main characters with the rifles.]]&lt;br /&gt;
[[Image:Paragraf rifle 1 2.jpg|thumb|none|600px|Lyuba ([[Stanislav Duzhnikov]]) with the rifle on his back. Note the side folding stock and 5.45x39mm magazine.]]&lt;br /&gt;
[[Image:Paragraf rifle 1 3.jpg|thumb|none|600px|Goodwin ([[Gosha Kutsenko]]) with the rifle on his back]]&lt;br /&gt;
&lt;br /&gt;
==M4==&lt;br /&gt;
Pay ([[Aziz Beyshenaliev]]) uses an [[M4]] with a railed handguard as his main firearm.&lt;br /&gt;
[[File:ColtM4 FirstVersion.jpg|thumb|400px|none|Colt M4 Carbine with 4 position collapsible stock - 5.56x45mm]]&lt;br /&gt;
[[Image:Paragraf rifle 3 7.jpg|thumb|none|600px|Rifle in the background.]]&lt;br /&gt;
[[Image:Paragraf rifle 3 2.jpg|thumb|none|600px|Pay ([[Aziz Beyshenaliev]]) during an ambush.]]&lt;br /&gt;
[[Image:Paragraf rifle 3 3.jpg|thumb|none|600px|Pay ([[Aziz Beyshenaliev]]) aims.]]&lt;br /&gt;
[[Image:Paragraf rifle 3 4.jpg|thumb|none|600px|Another view of the same scene.]]&lt;br /&gt;
[[Image:Paragraf rifle 3 6.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Paragraf rifle 3 5.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
Goodwin ([[Gosha Kutsenko]]) and Festival ([[Grigoriy Siyatvinda]]) use the [[Heckler &amp;amp; Koch G36C]] as their duty rifle.&lt;br /&gt;
[[Image:Hkg36c.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[Image:G36C with carry handle.jpg‎|thumb|none|400px|Heckler &amp;amp; Koch G36C with ZF 3x4° dual optical sight carry handle - 5.56x45mm]]&lt;br /&gt;
[[Image:Paragraf rifle 5 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Paragraf rifle 5 2.jpg|thumb|none|600px|Goodwin ([[Gosha Kutsenko]]) aims.]]&lt;br /&gt;
[[Image:Paragraf rifle 5 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Paragraf rifle 5 4.jpg|thumb|none|600px|Close Up.]]&lt;br /&gt;
[[Image:Paragraf rifle 2 1.jpg|thumb|none|600px|Festival ([[Grigoriy Siyatvinda]]) during an ambush.]]&lt;br /&gt;
[[Image:Paragraf rifle 2 2.jpg|thumb|none|600px|Good view of the rifle.]]&lt;br /&gt;
[[Image:Paragraf rifle 2 3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Hand Held M134 Minigun==&lt;br /&gt;
Lyuba's ([[Stanislav Duzhnikov]]) weapon of choice is the [[Hand Held M134 Minigun]].&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgment Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Paragraf minigun 1.jpg|thumb|none|600px|Lyuba ([[Stanislav Duzhnikov]]) with the minigun.]]&lt;br /&gt;
[[Image:Paragraf minigun 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Paragraf minigun 5.jpg|thumb|none|600px|Lyuba ([[Stanislav Duzhnikov]]) fires. The minigun is shown as being fired with no perceived recoil.]]&lt;br /&gt;
[[Image:Paragraf minigun 4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Russian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1336558</id>
		<title>Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_3_(2020_VG)&amp;diff=1336558"/>
		<updated>2020-04-06T08:25:02Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* M202A1 FLASH */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Resident Evil 3&lt;br /&gt;
|picture=Resident-evil-3-remake-box.jpg&lt;br /&gt;
|caption= &lt;br /&gt;
|series=[[Resident Evil]]&lt;br /&gt;
|date= April 3, 2020&lt;br /&gt;
|developer=Capcom&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Playstation 4&amp;lt;br&amp;gt;Xbox One&amp;lt;br&amp;gt;&lt;br /&gt;
|publisher=Capcom&lt;br /&gt;
|genre=Survival Horror&lt;br /&gt;
}}&lt;br /&gt;
'''''Resident Evil 3''''' is the 2020 remake of the 1998 video game ''[[Resident Evil 3: Nemesis]]''. The game uses the same engine as the 2019 [[Resident Evil 2 (2019)|''Resident Evil 2'' remake]]. It includes an asymmetric 1v4 multiplayer component known as ''Resident Evil Resistance'', where a team of four survivors must work together to escape while a Mastermind constantly deploys zombies and other BOWs to hinder their progress.&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Overview=&lt;br /&gt;
Similar to the ''Resident Evil 2'' remake, the game features a host of weapons with varying levels of modularity, which are stored in the same grid-based inventory. As before, many of these weapons can be modified with attachments found in the world, which augments their performance at the cost of increasing their inventory footprint, though the specific mods that expands a firearm's profile can still be removed. Certain mod items can only be acquired by incapacitating the Nemesis when he appears, similar to the system implemented in the original ''[[Resident Evil 3: Nemesis]]''.&lt;br /&gt;
&lt;br /&gt;
Gunplay is largely the same across the board as the ''Resident Evil 2'' remake, but with much more freedom, as ammunition is now more abundant and enemies are far less resilient. The player's knife is also unbreakable, but it along with grenades can no longer be used to quickly shake out of an enemy's grasp, as sub-weapons are no longer a thing.&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
The [[Beretta 92FS]] appears in early promotional materials of ''Resistance'', but seems to have been cut from the final release.&lt;br /&gt;
[[File:BerettaM92FS.jpg|thumb|300px|none|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBeretta92FS.jpg|thumb|none|600px|Jill stares at a movie poster for the upcoming ''Resident Evil 3'', irked at the director's bad choice of sidearm for the heroine but noting the costume designer's fantastic fashion sense. The poster next to it is a Megaman reference. Note that the RE3 poster doesn't show up in the full game.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|Survivor Valerie Harmon aims her Beretta at Mr. X. While it may seem like part of the slide is oddly discolored, this appears to simply be a product of oddly-angled lighting on the slide serrations.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS &amp;quot;Samurai Edge&amp;quot;==&lt;br /&gt;
Jill briefly uses her STARS customized Beretta 92FS &amp;quot;Samurai Edge&amp;quot; in the beginning of the game when she is attacked by Nemesis, losing it in the confrontation. It can be unlocked for use after beating the game, and boasts slightly superior stats to the starting Glock 19, at the cost of not having any mod.&lt;br /&gt;
&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|300px|Official Tokyo Marui airsoft replica of the Beretta 92FS &amp;quot;Samurai Edge&amp;quot; from the ''Resident Evil'' video game series.]]&lt;br /&gt;
[[File:RE3Remaster-SamEdge.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Samurai Edge&amp;quot;. Not entirely sure what &amp;quot;Jill's specifications&amp;quot; are, considering how this is just a baseline model, and not the one featured in the ''RE2'' remake. Not that Jill ever canonically used the Samurai Edge attributed to herself, anyhow.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeHold.jpg|thumb|none|600px|As Jill is currently down with an infection, Carlos takes the liberty to borrow the Samurai Edge from the item box.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeAim.jpg|thumb|none|600px|Testing out the Samurai Edge's sights.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeReload.jpg|thumb|none|600px|Having popped off a few shots at the intimidating double doors, Carlos tops off the Edge.]]&lt;br /&gt;
[[File:RE3Remastered-SamEdgeEmpty.jpg|thumb|none|600px|The empty Samurai Edge in Carlos' hands.]]&lt;br /&gt;
[[File:RE3M92FSSE.jpg|thumb|none|600px|A brief scene of Jill firing her sidearm at the Nemesis, before it was knocked out of her hands and lost forever.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power Mark III==&lt;br /&gt;
RPD lieutenant Marving Branagh is seen with his [[Browning Hi-Power Mark III]] when Tyrell and Carlos see him engage a zombified Brad Vickers. It is not usable in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE3DemoBrowningHP.jpg|thumb|none|600px|Marvin with his Hi-Power.]]&lt;br /&gt;
[[File:RE3R-Marvin-BrowningHP.jpg|thumb|none|600px|Marvin holding his Hi-Power in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The black/stainless [[Desert Eagle Mark XIX]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns, but with the slightly tweaked name &amp;quot;Lightning Hawk .44 AE&amp;quot;, suggesting the use of a fictional .44 AE cartridge. It's unclear what influenced this caliber change, seeing as it's simply reusing the same Lightning Hawk model from the 2019 remake of ''Resident Evil 2'', and the ammo description for both guns contradict each other on whether which is the most powerful caliber for commercial handguns on the market.&lt;br /&gt;
&lt;br /&gt;
It is normally only available to Jill, as the case it's located in can only be reached by crawling under a pile of debris in the hospital. It is ostensibly included as a stand-in for the [[Smith &amp;amp; Wesson Model 629 Classic|Smith &amp;amp; Wesson Model 629 Classic]] from the original game, which didn't return in the remake, in order to fill its magnum niche.&lt;br /&gt;
&lt;br /&gt;
The long barrel mod returns once again, but the reflex sight from the previous title doesn't. &lt;br /&gt;
[[File:Re2makedeagle.jpg|thumb|none|300px|Tokyo Marui airsoft replica of the Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE2make Deagle.jpeg|thumb|none|300px|Tokyo Marui airsoft replica of the upgraded Desert Eagle Mark XIX from ''Resident Evil 2'' (2019).]]&lt;br /&gt;
[[File:RE3Remaster-Deagle.jpg|thumb|none|600px|Inventory preview of the &amp;quot;.44 AE Lightning Hawk&amp;quot;. For whatever reason, the Lightning Hawk has been rechambered to using an entirely fictional caliber, as .44 Action Express doesn't exist. It's supposed to be a .44 '''Magnum''' model instead, judging by the caliber claim on the magnum ammo boxes, but if so then the barrel still lacks the proper fluting.]]&lt;br /&gt;
[[File:RE3ResistanceDesertEagle(1).jpg|thumb|none|600px|Survivor Becca Woolett aims her Desert Eagle. Note the fitted Tasco red dot.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The [[Glock 18]] appears in the game as the standard issue sidearm of the Umbrella Biohazard Countermeasure Service, being used by Carlos Oliveira in lieu of the anachronistic [[SIG Pro SP2009]] that he used in the original game.&lt;br /&gt;
&lt;br /&gt;
By default, the G18 is only available to Carlos. After the hospital defense, Jill can find a different model with an extended mag that can fire in an incorrect three-round burst. Neither pistol has any mod.&lt;br /&gt;
[[File:G18 comp.jpg|thumb|none|300px|Glock 18 (2nd Generation) with protruding compensated barrel - 9x19mm Parabellum]]&lt;br /&gt;
[[File:RE3Remaster-G18.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G18 Handgun&amp;quot;. According to the flavor text, the Glock 18 is capable of an unrealistic 3-round-burst operation. Also of note is the conversion done to reduce it back to a semi-automatic; it isn't clear why the UBCS couldn't just give their men [[Glock 17]]s instead, since that's essentially what a semi-auto-only Glock 18 is, minus the added cost of making the conversion.]]&lt;br /&gt;
[[File:RE3Remastered-G18Hold.jpg|thumb|none|600px|Carlos holding his sidearm.]]&lt;br /&gt;
[[File:RE3Remastered-G18Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G18Reload.jpg|thumb|none|600px|Topping off the G18 after some plinking.]]&lt;br /&gt;
[[File:RE3Remastered-G18Empty.jpg|thumb|none|600px|The empty G18 in Carlos' hands.]]&lt;br /&gt;
[[File:RE3Remaster-G18Burst.jpg|thumb|none|600px|Inventory preview of the burst variant.]]&lt;br /&gt;
[[File:RE3Remastered-G18BurstHold.jpg|thumb|none|600px|After the hospital siege, Jill wakes up to find even more dakka.]]&lt;br /&gt;
==Glock 19==&lt;br /&gt;
After the tragic loss of her sidearm, Jill salvages a [[Glock 19]] from the body of a dead RPD officer (which is strange, considering the RPD's standard duty pistol is the Browning Hi-Power) and uses it for the rest of the game as her main sidearm. It appears to be a 2nd Generation Glock 19 fitted with lower profile Glock sights.&lt;br /&gt;
&lt;br /&gt;
The default magazine capacity is a correct 15 rounds and it is referred to as &amp;quot;G19 Handgun&amp;quot;. It can be modified with a C-More Serendipity red dot sight, an extended magazine, and a (fake) suppressor, the latter two of which can only be obtained from Nemesis via the supply crates he drops when incapacitated.&lt;br /&gt;
[[File:Glock19 2ndGen.jpg|thumb|none|300px|Glock 19 (2nd Generation) - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-G19.jpg|thumb|none|600px|Inventory preview of the &amp;quot;G19 Handgun&amp;quot;. This is likely the same model used in the [[Resident_Evil_2_(2019)|2019 remake of ''Resident Evil 2'']].]]&lt;br /&gt;
[[File:RE3Remaster-G19Full.jpg|thumb|none|600px|The &amp;quot;G19 Handgun&amp;quot; with every mod attached. The cylindrical thing in front of its muzzle is not an actual suppressor, and does nothing to dampen your gunshots, not that you'd need it considering the decided lack of stealth elements. It also increases the G19's inventory size to two blocks, while the extended magazine oddly doesn't. Speaking of which, the magazine mod seems to be having an identity crisis, as it can't settle on whether it wants to be a mag or a clip.]]&lt;br /&gt;
[[File:RE3Remastered-G19Hold.jpg|thumb|none|600px|Jill holding the G19 in her old S.T.A.R.S. uniform.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RE3Remastered-G19Aim1.jpg|thumb|none|600px|With the Serendipity sight attached, the reticle is replaced by this giant red dot that also eliminates the need for focus aiming.]]&lt;br /&gt;
[[File:RE3Remastered-G19Reload.jpg|thumb|none|600px|Jill reloads her G19. Like any other pistol, the slide stop ceases to function once the magazine is fully inserted if reloaded from empty.]]&lt;br /&gt;
[[File:RE3Remake-Jill-Glock-1.jpg|thumb|none|600px|Jill briefly checking the magazine on her recently procured Glock. In a show of realism, the gun is shown to have been used extensively by its previous owner before he expired, as there's only 5 rounds left in the magazine upon being obtained]]&lt;br /&gt;
[[File:RE3G19DS.jpg|thumb|none|600px|The Glock 19 during one of Jill's dream sequences. This is a bit strange since this was before she lost her Samurai Edge.]]&lt;br /&gt;
[[File:RE3R-Jill-Glock-Close.jpg|thumb|none|600px|A close-up of the business end of Jill's Glock. This cutscene only appears in the Raccoon City demo and is not present in the full game.]]&lt;br /&gt;
[[File:RE3RG19TR.jpg|thumb|none|600px|Encountering the Tyrant's infinitely angrier cousin, Jill aims her Glock 19.]]&lt;br /&gt;
[[File:RE3R-Glock-FPV.jpg|thumb|none|600px|Jill aiming her Glock 19 at an infected Carlos in another dream sequence.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP]] returns as the &amp;quot;MUP&amp;quot; from [[Resident Evil 2 (2019)|RE2 Remake]]'s ''4th Survivor''. It can be purchased from the post-game shop and has unlimited reserve ammunition. The MUP doesn't have any mod.&lt;br /&gt;
[[File:H&amp;amp;K USP 9MM 5.jpg|thumb|none|300px|Heckler &amp;amp; Koch USP9 with two-tone finish - 9x19mm]]&lt;br /&gt;
[[File:RE3Remaster-USP9.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MUP&amp;quot;, still using the same model as in the [[Resident_Evil_2_(2019)|''Resident Evil 2'' remake]], but without the finite ammunition.]]&lt;br /&gt;
[[File:RE3RemasteredUSPHold.jpg|thumb|none|600px|Carlos holding the Infinite MUP during the hospital siege.]]&lt;br /&gt;
[[File:RE3RemasteredUSPAim.jpg|thumb|none|600px|Taking aim at a zombie who's busy invading his personal space.]]&lt;br /&gt;
[[File:RE3RemasteredUSPReload.jpg|thumb|none|600px|Having dispatched his enemy, Carlos reloads his pistol with more ammo conjured from the aether.]]&lt;br /&gt;
[[File:RE3RemasteredUSPEmpty.jpg|thumb|none|600px|The MUP runs empty in Carlos' hands. He still reloads it as he would his neutered Glock 18, and like that gun the slide will just automatically shoot forward as he inserts a new magazine.]]&lt;br /&gt;
[[File:RE-Resistance-3.jpg|thumb|none|600px|Valerie Harmon holds the USP in a promotional shot for ''Resistance''.]]&lt;br /&gt;
[[File:RE3ResistanceUSP1.jpg|thumb|none|600px|Becca Woolett clutches her USP in cover, which is not an actual part of the final gameplay, nor is it a good idea considering the timed nature of ''Resistance'' matches.]]&lt;br /&gt;
[[File:RE3ResistanceUSP2.jpg|thumb|none|600px|Not to be outdone, mechanic Martin Sandwich stands his ground against a Licker with an incredibly ill-suited weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch VP70M==&lt;br /&gt;
Leon's [[Heckler &amp;amp; Koch VP70|Heckler &amp;amp; Koch VP70M]] from ''[[Resident Evil 2 (2019)|RE2]]'' returns in ''Resistance''.&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|400px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE3ResistanceVP70M(1).jpg|thumb|none|600px|Valerie Harmon with the VP70M in hand as she's startled by a trap.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Benelli M3 Super 90==&lt;br /&gt;
The [[Benelli M3 Super 90]] appears in the game as the &amp;quot;M3&amp;quot;. The weapon is found in the subway control station, where it is locked behind a gun locker that requires bolt cutters to get into. &lt;br /&gt;
&lt;br /&gt;
Found with a traditional stock textured as if it were made of wood, it can be modified with the pistol grip and collapsible stock of the [[Benelli M4 Super 90|M4]] (though this component was not included in the March 19th demo), the latter setup likely being modeled after an airsoft version of the M3 produced by CYMA. It holds 4 shells by default and can be increased to 6 by installing the &amp;quot;Semi-auto barrel&amp;quot; upgrade, which is actually a magazine tube extender and as the mod describes: removes the need to pump the weapon per shot.&lt;br /&gt;
[[Image:M3S90OldStyle.jpg|thumb|none|400px|Benelli M3 Super 90 - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3.jpg|thumb|none|600px|Inventory preview of the &amp;quot;M3 Shotgun&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remastered-M3Aim.jpg|thumb|none|600px|Jill aiming her M3 at a set of hospital double doors.]]&lt;br /&gt;
[[File:RE3Remastered-M3Reload.jpg|thumb|none|600px|Reloading the M3. Like the Remington 870 in the previous game, Jill will actually cram in the correct amount of shells when topping off.]]&lt;br /&gt;
[[File:RE3DemoM3Rack.jpg|thumb|none|600px|The M3 first found on a rack in the Subway Control Station.]]&lt;br /&gt;
[[File:Airsoft-Benelli-M3.JPG|thumb|none|400px|'''Airsoft''' Benelli M3 Super 90 produced by CYMA]]&lt;br /&gt;
[[File:RE3Remake-BenelliM3-1.jpg|thumb|none|600px|Jill on crowd control duty with the M3. Note the S.O.L.A.G. gloves which are anachronistic as they were introduced in 2001 in reality.]]&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Fitting the &amp;quot;M3&amp;quot; with both the Tactical Stock and Semi-auto Barrel produces a close approximation of the [[Benelli M Series Super 90 Shotguns#Benelli M4|Benelli M4/M1014]], or '''X'''M1014 to be accurate, considering how it wasn't formally adopted until 1999. The upgrade also increases the M3's tube capacity to 6, which doesn't exist for any model of the M4 in reality, though this can be replicated by having one shell chambered on top of a full 5-round civilian mag, which ''could'' have been the case, had Jill not rack the charging handle after every reload.&lt;br /&gt;
[[Image:Benelli m4 2.jpg|thumb|none|400px|Benelli M4 Super 90 with 5-shot tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Remaster-M3Full.jpg|thumb|none|601px|The &amp;quot;M3 Shotgun&amp;quot; fully upgraded. The Semi-Auto Barrel mod also increases the shotgun's inventory footprint to 2 blocks, despite the barrel lengths remaining more or less the same. Not listed is the mag tube expansion, as the Semi-auto Barrel increases the M3's capacity to 6 shells. The four added shells on the side-mounted rack sadly do not affect the player's ammo stock, their presence speeding up reloads instead.]]&lt;br /&gt;
[[File:RE3Remastered-M4Aim.jpg|thumb|none|600px|Having upgraded her shotgun, Jill once again takes aim at the doors. Note the M3's retained original sight and the missing top rail that should be there on a real M1014. Fun fact: the semi-auto conversion kit is found in the exact same location inside Kendo's gun shop as the Remington 870's Long Barrel mod in the remake of ''Resident Evil 2''.]]&lt;br /&gt;
[[File:RE3Remastered-M4Reload.jpg|thumb|none|600px|After some testing, Jill reloads her quasi-M1014. She actually racks the charging handle with the conversion kit attached. Great trigger discipline, by the way.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
A [[Remington 870]] appears in the game in the hands of Robert Kendo and usable in ''Resistance''. It is not available to either Jill or Carlos in the main game, its role having been replaced by the M3 Super 90 instead.&lt;br /&gt;
[[Image:Rem870extwood.jpg|thumb|none|500px|Remington 870 Police Magnum customized with extended magazine tube - 12 gauge]]&lt;br /&gt;
[[File:RE3Demo870.jpg|thumb|none|600px|Kendo aims his 870.]]&lt;br /&gt;
[[File:RE-Resistance-1.jpg|thumb|none|600px|In the background, survivor January Van Sant aims a Remington 870 at Mr. X.]]&lt;br /&gt;
[[File:RE3R-Kendo-870.jpg|thumb|none|600px|A better look at Kendo's 870 in the model viewer.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:MP5A3.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with SEF trigger group - 9x19mm]]&lt;br /&gt;
[[Image:H&amp;amp;KMP5A3slimforearm.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with original &amp;quot;slimline&amp;quot; forearm - 9x19mm]]&lt;br /&gt;
[[File:RE3Remake-Resistance-MP5-1.jpg|thumb|none|600px|Becca Woolett provides cover with the MP5 as Valerie gives aid to a wounded Tyrone Henry.]]&lt;br /&gt;
&lt;br /&gt;
==Ingram MAC-11==&lt;br /&gt;
The [[Ingram MAC-11]] from the [[Resident Evil 2 (2019)|RE2 Remake]] returns in ''Resistance''.&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[File:RE-Resistance-2.jpg|thumb|none|600px|Tyrone Henry with the &amp;quot;MQ-11&amp;quot; in hand as January gives them both a whiff of first-aid spray.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
Replacing the [[M4A1]] from the [[Resident Evil 3: Nemesis|original game]], the [[Colt Model 933]] now appears as the standard weapon of the UBCS under the name &amp;quot;CQBR Assault Rifle&amp;quot;, being used by Carlos Oliveira and others. Its name suggests that the weapon is supposed to be a [[Mk 18 Mod 0|Mk 18 Mod 0 CQBR]], though the barrel is too long for it to actually be one. It is equipped with a Knight's Armament RAS with a Knight's Armament vertical grip, and standalone A2 rear iron sights. Some of these components are mildly anachronistic; while the KAC rail adapter system (and possibly foregrip) was available since 1997, standalone A2 rear sights weren't around in the 90s (although not 100% impossible, as you can improvise one by sawing one off from a detachable carry-handle).&lt;br /&gt;
&lt;br /&gt;
Carlos's rifle can be modded with an Aimpoint M68 style red dot sight like in the original, 2 mags clamped together, and an aftermarket grip, which can be obtained within the game. &lt;br /&gt;
&lt;br /&gt;
Unlike the M4 in the original game which had its ammunition tracked as a percentage, the 933's magazine holds an incorrect 32 rounds, which appears to be a holdover from the .380-chambered MP5s from RE2.&lt;br /&gt;
&lt;br /&gt;
Like the M4A1 in ''Nemesis'', if playing on Assisted difficulty, Jill will begin the game with one in her inventory. Despite both rifles being identical, unlike Carlos', the player can't find attachments for Jill's CQBR, even those in shared areas like the hospital, as they will despawn when the character perspective changes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|500px|Colt Model 933 with 4-position stock and thicker A2-profile barrel - 5.56x45mm]]&lt;br /&gt;
[[File:RE3Remaster-C933.jpg|thumb|none|600px|Inventory preview of the &amp;quot;CQBR Assault Rifle&amp;quot;.]]&lt;br /&gt;
[[File:RE3Remaster-C933Inf.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite CQBR Assault Rifle&amp;quot;. For some reason, this variant has tan furniture instead of black, and is actually not compatible with the mods you can find for the ordinary CQBR.]]&lt;br /&gt;
[[File:RE3Remaster-C933Mod.jpg|thumb|none|601px|The &amp;quot;CQBR Assault Rifle&amp;quot; with all mods. Note the dual mags setup. The UBCS seems to have developed some manner of quantum tunneling technology in the remake, as the second magazine in the combo is somehow treated as an extension of the one loaded into the rifle, resulting in a doubled mag capacity. As such, the second mag is never used and the CQBR's reload time remains unchanged.]]&lt;br /&gt;
[[File:RE3Remastered-C933Hold.jpg|thumb|none|600px|Carlos with the CQBR in hand, infinitely pondering if he should go outside and silence the zombies banging on the door.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim.jpg|thumb|none|600px|Taking aim at the door. Unlike the G19, fitting the reflex sight onto the CQBR superimposes a giant reticle on the screen when aiming instead of just a dot.]]&lt;br /&gt;
[[File:RE3Remastered-C933Aim1.jpg|thumb|none|600px|Without the reflex, aiming the CQBR instead produces this simplistic crosshair. This is the Infinite variant, as indicated by the tan furniture.]]&lt;br /&gt;
[[File:RE3Remastered-C933Reload.jpg|thumb|none|600px|Carlos reloads his CQBR. Unlike with pistols, the CQBR has no separate animations for tactical and dry reloads. As such, Carlos (and Jill, if playing on Assisted) will always smack the bolt release upon loading in a new mag. Upon closer inspection, he seems to be hitting a bit too high up the receiver.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M202A1 FLASH==&lt;br /&gt;
Carlos uses an [[M202A1 FLASH]] when he rescues Jill from Nemesis. His first shot is deflected by Nemesis and destroys an innocent police car that was just minding its own business, while the second one hits and disables the monster. Afterward, Carlos discards the launcher and it's never seen again.&lt;br /&gt;
&lt;br /&gt;
[[File:M202A2 FLASH.JPG|thumb|none|300px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[File:RE3R-M202-Front.jpg|thumb|none|600px|&amp;quot;Hey, fuckface!&amp;quot; Carlos aims the M202 at Nemesis.]]&lt;br /&gt;
&lt;br /&gt;
==M32A1==&lt;br /&gt;
Replacing the fictional &amp;quot;Hk-P&amp;quot; break-top grenade launcher from the original game, Jill can find an [[Milkor_MGL#Mark_14_.2F_M32A1|M32A1]] grenade launcher in the game. The weapon is called the &amp;quot;MGL Grenade Launcher&amp;quot;, which is redundant as &amp;quot;MGL&amp;quot; already stands for &amp;quot;Multiple Grenade Launcher&amp;quot;, so the gun's full name becomes &amp;quot;Multiple Grenade Launcher Grenade Launcher&amp;quot;. The weapon is found in a secret lab in the city sewers, where it was procured by a rogue Umbrella scientist attempting to further his discontinued research on Hunter Gammas,&lt;br /&gt;
&lt;br /&gt;
The M32A1 is anachronistic to the setting, as it wouldn't be developed until 2014. It also isn't semi-automatic in-game, requiring the user to manually rotate the cylinder per shot. These inconsistencies are explained in a file, where Robert Kendo mentions that this is a refurbished model that does not work as the mil-spec variant, so we can make an educated guess that this is an original South African MGL that Kendo turned into a M32A1 look-alike, 15 years before the creation of the actual gun.&lt;br /&gt;
&lt;br /&gt;
The in-game model appears to be based on an airsoft replica called the [https://www.icsbb.com/productdetail_en.php?id=4618&amp;amp;model_id=4624 &amp;quot;ICS-190&amp;quot;], made by ICS Airsoft. &lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|400px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:ICS-190 GLM.jpg|thumb|400px|none|ICS-190 GLM, an Airsoft replica of the Milkor MGL Mk 1L]]&lt;br /&gt;
[[File:RE3Remaster-MGL.jpg|thumb|none|600px|Inventory preview of the &amp;quot;MGL Grenade Launcher&amp;quot;. Apparently no one has clued Capcom in that the &amp;quot;GL&amp;quot; part already meant &amp;quot;grenade launcher&amp;quot;. Also note the claim of semi-automatic operation, which is accurate to the real Milkor, but demonstrably wrong in-game once Jill actually starts using it.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim.jpg|thumb|none|600px|Jill sticking up the hospital doors with her MGL. Unlike the real deal, the MGL has no minimum arming range, and self-damage from firing too closely to oneself is a real risk.]]&lt;br /&gt;
[[File:RE3Remastered-MGLAim1.jpg|thumb|none|600px|Fortunately, the exploding grenades have a much more neutered blast radius compared to similar weapons in the series. Here we see Jill working the cylinder, despite the Milkor's being spring-driven.]]&lt;br /&gt;
[[File:RE3Remastered-MGLReload.jpg|thumb|none|600px|Having spent a few grenades at absolutely nothing, Jill reloads the MGL. Instead of just replacing the rounds that were spent, Jill is adamant in replacing every grenade in the weapon every time it is reloaded. Despite this, the entire process is surprisingly short.]]&lt;br /&gt;
[[File:RE3RM32A1Tr.jpg|thumb|none|600px|Distracted with his new flamethrower, the Nemesis is visibly surprised with Jill whipping out an M32A1 to counter his heavy weapon. We don't know if he's surprised because she stowed a grenade launcher somewhere in that outfit, or that she's using a weapon that wouldn't be made for another 15 years.]]&lt;br /&gt;
&lt;br /&gt;
==Saab Bofors Dynamics AT4==&lt;br /&gt;
The [[Saab Bofors Dynamics AT4]] returns from the 2019 remake of ''Resident Evil 2'', still bearing unlimited ammunition, but must now be purchased from the post-game shop instead of simply unlocked. It is referred to by the series' more traditional name of &amp;quot;Infinite Rocket Launcher&amp;quot;.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|400px|none|M136 AT4 Anti-Tank recoilless launcher - 84mm]]&lt;br /&gt;
[[File:RE3RemasteredAT4.jpg|thumb|none|600px|Inventory preview of the &amp;quot;Infinite Rocket Launcher&amp;quot;. The description is slightly less wrong compared to its previous appearance: the AT-4 is '''not''' a rocket launcher despite popular belief. The projectile itself lacks a rocket motor, therefore the weapon is technically a recoilless rifle.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Hold.jpg|thumb|none|600px|Carlos clutching the &amp;quot;Infinite Rocket Launcher&amp;quot; during the hospital siege.]]&lt;br /&gt;
[[File:RE3RemasteredAT4Aim.jpg|thumb|none|600px|Carlos aiming the &amp;quot;Infinite Rocket Launcher&amp;quot; at a dangerously-close zombie.]]&lt;br /&gt;
&lt;br /&gt;
=Fictional Weapons=&lt;br /&gt;
==Rai-Den==&lt;br /&gt;
The Rai-Den is an infinite ammo weapon that can be unlocked and shoots bolts of electricity much like RE2's &amp;quot;Sparkshot.&amp;quot;&lt;br /&gt;
[[File:RE3RemakeLightningGun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Flamethrower==&lt;br /&gt;
One of the Nemesis' new weapons is a custom-made flamethrower, which he uses during the confrontation in the construction site. Due to his superhuman strength and dexterity, he is able to wield it one-handed with deadly efficiency, in addition to a large fuel tank mounted behind him. He is able to use it traditionally by spraying continuous streams of fire, along with using it like a sort of &amp;quot;fire sword&amp;quot;, using bursts of fire, along with the bulk of the weapon itself, to deal damage by swinging it around. It also has a bombardment function, where he aims the gun upward and shoots out explosive balls of napalm around his area.&lt;br /&gt;
&lt;br /&gt;
The weapon has a brief cooldown period after repeated use where the Nemesis must allow the weapon to vent out heat, making him temporarily unable to use it and vulnerable. The weapon can be destroyed by shooting the fuel tank mounted behind him. Upon its destruction, he will resort to wielding it as a club, where despite it being disconnected from it's fuel source, will violently explode every time he strikes the floor with it.&lt;br /&gt;
&lt;br /&gt;
[[File:RE3RemakeNemesisFT(1).jpg|thumb|none|600px|Close-up of the Nemesis' flamethrower.]]&lt;br /&gt;
[[File:RE3RNemesisFT.jpg|thumb|none|600px|A pre-release screenshot of the Nemesis brandishing his new toy. We're starting to think he got sick of most of his one-shot attacks being easily evaded with a dodge-roll in the previous game.]]&lt;br /&gt;
[[File:RE3RNemesisFT2.jpg|thumb|none|600px|A pre-release screenshot of the flame thrower's muzzle. Its like his movie-iconic minigun, only infinitely more terrifying to fight against.]]&lt;br /&gt;
[[File:RE3RNemesisFTcd.jpg|thumb|none|600px|The Nemesis raises his flamethrower as it cools down. This is evident by the glowing-hot rods to the side of the gun.]]&lt;br /&gt;
[[File:RE3RNemesisFTclb.jpg|thumb|none|600px|Slightly miffed but undeterred by the destruction of his weapon and his current, flaming predicament: the Nemesis saunters towards Jill with his IED club to give her a strongly-worded complaint about the destruction of his private property.]]&lt;br /&gt;
&lt;br /&gt;
==The Nemesis' Rocket Launcher==&lt;br /&gt;
The Nemesis' rocket launcher has been given a facelift. Rather than looking like a custom Stinger missile launcher, this time it now looks like a weaponized [https://en.wikipedia.org/wiki/Super_Scope Nintendo Super Scope]. The launcher's bore size is noticeably smaller than the original, perhaps to better reflect it's role as a portable missile launcher, is painted olive drab rather than grey with blood spatters all over it, and now comes with an orange laser aiming module that turns red when he is about t fire.&lt;br /&gt;
&lt;br /&gt;
He obtains the weapon near the end of the escape from the subway, and is still a self-loading launcher with no visible magazine to support his ability to fire multiple rockets in quick succession.&lt;br /&gt;
&lt;br /&gt;
[[File:Nintendo-SNES-Super-Scope.jpg|thumb|none|400px|Nintendo Super Scope]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLuncher.jpg|thumb|none|600px|This time we're going to get that ''Duck Hunt'' dog!]]&lt;br /&gt;
[[File:RE3R-NemesisRocketLauncher2.jpg|thumb|none|600px|Okay, not the ''Duck Hunt'' dog, but it'll do.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==C4 Demolition Charges==&lt;br /&gt;
C4 demolition charges are used at varying points in the game.&lt;br /&gt;
[[File:RE3R-Bomb-Subway.jpg|thumb|none|600px|Demo charge inside the subway car. Mikhail uses a second one against Nemesis in this sequence.]]&lt;br /&gt;
[[File:RE3R-Bomb-RPD.jpg|thumb|none|600px|Demo charge inside the Raccoon City police station. Much like Leon and Claire in RE2, Carlos must find a battery to power the detonator before it can be used.]]&lt;br /&gt;
[[File:RE3R-Bomb-Hospital.jpg|thumb|none|600px|The demo charge used to seal off the hospital from a wave of zombies.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
Carlos Oliveira uses an [[M18A1 Claymore]] anti-personnel mine to ambush Nemesis, but as expected it does little more than temporarily slow the monster down. Aside from this brief appearance, the Claymore is not a usable weapon in the game.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|250px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RE3R-Claymore.jpg|thumb|none|600px|Nemesis about to walk in front of the Claymore. Like in a number of the ''[[Metal Gear Solid]]'' games, the mine's blast radius is marked with lasers and it is depicted as having a motion-triggered detonation. Which conveniently ignores Carlos and Jill running past it.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
The [[M26 hand grenade]] returns from ''Resident Evil 2'', still known simply as &amp;quot;Hand Grenade&amp;quot;.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|150px|none|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RE3DemoM26.jpg|thumb|none|600px|Inventory preview of the M26.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from [[Resident Evil 2 (2019)|Resident Evil 2]], which is used by Carlos to stun enemies.&lt;br /&gt;
[[Image:M84-Flash-Bang-Grenade.jpg|thumb|150px|none|M84 stun grenade]]&lt;br /&gt;
[[File:RE3R-StunGrenade.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==CZ 75B==&lt;br /&gt;
A pistol resembling a [[CZ 75B]] is seen on a sign inside Kendo's Gun Shop. The same sign is seen in RE2 since the location features unchanged in both games.&lt;br /&gt;
[[Image:Cz75b9mm.jpg|thumb|none|400px|CZ 75B - 9x19mm]]&lt;br /&gt;
[[File:RE3R-Sign-Gun.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Lockheed P-38 Lightning Armament==&lt;br /&gt;
A movie poster for a film titled ''Air Combat 1942'' features a Lockheed P-38 Lightning. The P-38 carried one [[Hispano-Suiza HS.404]] 20mm cannon and four [[Browning M2#Browning M2 Aircraft|Browning M2 Aircraft]] machine guns.&lt;br /&gt;
[[Image:Hispano Suiza HS404.jpg|thumb|none|400px|Hispano-Suiza HS.404 with ammo drum - 20×110mm]]&lt;br /&gt;
[[file:M2aircraft.jpg|thumb|none|400px|Browning M2 Aircraft, Fixed - .50 BMG]]&lt;br /&gt;
[[File:RE3R-P38.jpg|thumb|none|600px|Jill stares at the poster, lamenting that her advance ticket to see it will go wasted. The name and use of a P-38 is a reference to the Capcom air combat game ''1942'', while the poster design is based on that of the film ''[[Top Gun]]''. Also note that the canopy design is from a T-6 Texan II rather than a P-38.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
A movie poster for a film titled ''Wolf of the Battlefield'' shows the hero holding a deformed [[AR-15]]-style assault rifle with an [[M203 grenade launcher]] mounted on it.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm.]]&lt;br /&gt;
[[File:RE3DemoM203.jpg|thumb|none|601px|Jill stares at the poster, thinking about how useful an assault rifle with an M203 would be to her right about now. Much like the above ''Air Combat 1942'', this is a reference to another Capcom game, 1985's ''Commando'' (unrelated to the [[Commando|1985 film]] starring [[Arnold Schwarzenegger]]) which was originally released in Japan under the name ''Wolf of the Battlefield''.]]&lt;br /&gt;
&lt;br /&gt;
==STARS Photo==&lt;br /&gt;
A group photo of STARS' alpha and bravo teams is seen in the STARS office, displaying a number of weapons. In the intervening period between the events of RE2 and RE3, the photo was apparently moved from the STARS office (RE3) to the dark room (RE2) for some strange reason.&lt;br /&gt;
[[File:RE3R-STARS-Photo.jpg|thumb|none|600px|Among the guns seen are several [[MP5A2]]s, a [[Steyr AUG]], a suppressed [[Ingram MAC-10]], a [[Remington 870]] shotgun, and an unidentified sniper rifle. RE lore note: As the photo was taken before Rebecca Chambers joined the team, she is not present. Additionally, the African-American officer on the far right, while thought by some to be an early version of RPD pilot Kevin Dooley, has never officially been identified by name.]]&lt;br /&gt;
&lt;br /&gt;
==Toy Guns==&lt;br /&gt;
Toy guns are displayed in a window at a local toy store.&lt;br /&gt;
[[File:RE3DemoToyGuns1.jpg|thumb|none|600px|A pair of classic Super Soakers.]]&lt;br /&gt;
[[File:RE3DemoToyGuns2.jpg|thumb|none|600px|A pair of toy guns, one a [[Beretta 92FS]] and the other appearing to be a [[Remington_Model_870#Remington_870_Folding_Stock|folding-stock Remington 870]] with a scope.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1334578</id>
		<title>The Division 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Division_2&amp;diff=1334578"/>
		<updated>2020-03-30T00:39:48Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* CMMG MkGs Banshee 300 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Division2 early Coverart.jpg|thumb|right|300px|''Tom Clancy's The Division 2 (2019)'']]&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's The Division 2''''' is a MMOTPS for the PC, PS4 and Xbox One, developed by Ubisoft Massive that takes place in Washington, D.C. in the aftermath of further pandemic-fueled chaos. It is powered by the same &amp;quot;Snowdrop&amp;quot; engine from [[Division, The|first game]]. Among the improvements made from the first game is that weapons can now track +1 in the chamber, along with a new selection of weapons and streamlined customization and combat system, among other things. &lt;br /&gt;
&lt;br /&gt;
The game's setting is 7 months after the initial Green Poison outbreak. The virus has largely burnt itself out and is no longer the threat it used to be in the previous game, however the bigger threat are the people continuing to take advantage of the chaos. The player controls an agent of the Strategic Homeland Division (or simply known as &amp;quot;The Division&amp;quot;), a top secret government sleeper cell that is &amp;quot;activated&amp;quot; personally by the President to ensure the continuity of government in the face of a catastrophic national crisis, and a answers a distress call asking for agents to be rally to Washington D.C due to the collapse of the SHD network. After arriving at the United States' capital, the player must secure the White House (which has become the JTF's last stronghold in the region), assist the civilian settlements in the city, re-establish the SHD network to restore the Division to full functionality across America, and retake D.C from the various factions vying for control, power, or simply taking advantage of the chaos.&lt;br /&gt;
&lt;br /&gt;
Said factions are: The True Sons, a highly-disciplined group made up of disgruntled JTF, US Armed Forces, and other paramilitary irregulars, out to &amp;quot;save&amp;quot; D.C. as they deem the JTF incapable of doing so. The Hyenas, a collection of gangs and anarchists out to steal any valuable resources they can and destroy the rest for their amusement. The Outcasts, survivors of the Roosevelt Island quarantine out to exact vegeance for their supposed abuse, neglect, and maltreatment by the JTF. The Black Tusks, a mysterious and cutting-edge Private Military Corporation, who is secretly furthering the unrest in DC for their own agendas by supplying other factions with weapons, taking territory, and antagonizing the JTF. The Hunters, a secretive group of highly-advanced military operatives specifically hunting Division agents with extreme prejudice, introduced in the first game. The last are fellow Division agents, who may go rogue on each other in the &amp;quot;Dark Zones&amp;quot; for their own gain, due to the lack of surveillance in the area.&lt;br /&gt;
&lt;br /&gt;
As of the new &amp;quot;Warlords of New York&amp;quot; expansion, the Cleaners and Rikers from the first game have returned with a vengeance, along with Aaron Keener and his posse of elite rogue Division agents.&lt;br /&gt;
&lt;br /&gt;
{{VG Title|The Division 2}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
As of the moment, revolver-style handguns are affected by a bug, where if the gun has a skill that increases magazine capacity, it will result in an additional round being loaded in the cylinder, giving it a 7-round capacity.&lt;br /&gt;
== Beretta M9==&lt;br /&gt;
The [[Beretta M9]] is the starting sidearm in the game. It appears under the name &amp;quot;Military M9&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by civilian militia. It is also briefly used by General Ridgeway to execute an &amp;quot;insubordinate&amp;quot; doctor, in a cinematic.&lt;br /&gt;
[[File:M9-pistolet.jpg|thumb|300px|none|Beretta M9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 M9.JPG|thumb|none|600px|A close-up of the M9's model.]]&lt;br /&gt;
[[File:DIVISION2 M9 1.jpg|thumb|none|600px|The main protagonist fires her Beretta during the prologue.]]&lt;br /&gt;
[[File:TD2M9Cine.jpg|thumb|none|600px|General Ridgeway about to execute an uncooperative doctor with his M9. Said non-cooperation was her refusing to obey Ridgeway's order of stopping the distribution of supplies to civilians, who he deemed &amp;quot;were dead already&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta M9A1==&lt;br /&gt;
The [[Beretta M9|Beretta M9A1]] returns as the &amp;quot;Officer's M9A1&amp;quot;. Unlike it's previous incarnation, the weapon is able to accept a slide-mounted reflex sight, a laser sight, along with an extended magazine. It also has wooden grips installed, rather than the black polymer grip that originally comes with a military-issue M9A1.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons heavy gunners, who will switch to it if their ammo boxes are destroyed.&lt;br /&gt;
[[File:BerettaM9A1.jpg|thumb|300px|none|Beretta M9A1 - 9x19mm]]&lt;br /&gt;
[[File:TD2M9A1.jpg|thumb|600px|none|Preview of the &amp;quot;Officer's M9A1&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
The [[Beretta 93R]] returns as the only usable machine pistol of the game. The weapon fires in 3-round bursts, but can be fired in pseudo-automatic by timing the bursts with firing.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Hyena RC operators and the sidearm of Black Tusk snipers.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|300px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:DIVISION2 93R 1.jpg|thumb|none|600px|Unmodified Beretta 93R pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Px4 Storm==&lt;br /&gt;
The [[Beretta Px4 Storm]] appears in game as the &amp;quot;Px4 Storm Type F&amp;quot; and the &amp;quot;Px4 Storm Type T&amp;quot;. The Type F variant is a Px4 chambered for 9mm rounds, while the Type T varant is chambered for .45 caliber rounds.&lt;br /&gt;
&lt;br /&gt;
The Type F variant is used by lower-level Hyena grenadiers.&lt;br /&gt;
[[File:Px4 Storm.jpg|thumb|none|300px|Beretta Px4 Storm - 9x19mm Parabellum]]&lt;br /&gt;
[[File:DIVISION2 Px4 1.jpg|thumb|none|600px|A preview of the PX4 Storm Type F variant, chambered for 9x19mm rounds. Note the slightly shorter-than-normal barrel, more in line with the Px4 Storm Compact than a full-size Px4.]]&lt;br /&gt;
[[File:TD2PX4T.jpg|thumb|none|600px|A preview of the PX4 Storm Type T variant, chambered for .45 ACP rounds, with the extended magazine basepad to allow for 10 rounds. Note that &amp;quot;Type T&amp;quot; does not exist in Beretta's Px4 catalogue and this is simply a Type F chambered to use .45 caliber rounds.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75==&lt;br /&gt;
While not usable in-game, [[CZ 75]] handguns with wooden grips can be occasionally found in static weapon piles around DC.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz75mint4.jpg|thumb|300px|none|&amp;quot;Pre-B&amp;quot; CZ 75 - 9x19mm. ]]&lt;br /&gt;
[[File:TD2Pileofguns1.jpeg|thumb|none|600px|A pile of unused firearms. a somewhat chunky-looking CZ 75 with a ring hammer can be seen on the top right]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino==&lt;br /&gt;
The [[Chiappa Rhino]] returns in ''The Division 2'', although now under the name &amp;quot;Diceros&amp;quot; (The scientific name for the rhinoceros). The 20DS is known as the &amp;quot;Snubnosed Diceros&amp;quot;, the 40DS is known simply as the &amp;quot;Diceros&amp;quot; and the 60DS version is the &amp;quot;Diceros Special&amp;quot;. The Diceros special is only available as a custom weapon of the Demolitions specialization, which can be unlocked by investing points in the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
In the beta of the game, it was possible to have erroneously an extra round in the chamber for it, boosting the capacity to 6+1 bullets. This error is partially fixed in the final version of the game.&lt;br /&gt;
&lt;br /&gt;
The snubnosed version is used by Hyena shield carriers.&lt;br /&gt;
[[File:Chiappa Rhino 2&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 20DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa_Rhino_4&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 40DS - .357 Magnum]]&lt;br /&gt;
[[File:Chiappa Rhino 6&amp;quot;.jpg|thumb|300px|none|Chiappa Rhino 60DS - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 Chiappa Rhino 20.JPG|thumb|none|600px|Preview of the &amp;quot;Snubnosed Diceros&amp;quot;]]&lt;br /&gt;
[[File:TD2Rhino40DS.jpg|thumb|none|600px|Preview of the &amp;quot;Diceros&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic [[M1911A1]] returns as a usable pistol. It is generally passed over due to it's inability to mount a frame and slide-mounted attachment, and low magazine capacity.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by civilian militia, along with lower-level Outcast grenadiers and True Sons medics.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M1911A1.JPG|thumb|none|600px|Stock M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1 CQBP==&lt;br /&gt;
The [[Colt M45A1 CQBP]] returns as the &amp;quot;M45A1&amp;quot;, and is fitted with a threaded barrel. A variant with a silver finish and black grips, known as the &amp;quot;Tactical M1911&amp;quot;, is also available; thanks to their rails and barrel threading, both are capable of accepting a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons anti-tank troops. Several enemies with pistol holsters also have low-detail silver M45A1s inside, although they are never used.&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|300px|Colt M45A1 CQBP (Close Quarter Battle Pistol) - .45 ACP]]&lt;br /&gt;
[[Image:Division2 M45A1.jpeg|thumb|none|600px|Preview of the M45A1.]]&lt;br /&gt;
[[Image:Division2 M45A1 2.jpeg|thumb|none|600px|An agent reloads his M45A1 CQBP.]]&lt;br /&gt;
[[Image:TD2M45.jpg|thumb|none|600px|Inspecting the &amp;quot;Tactical M1911&amp;quot; variant.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|thumb|none|600px|A dead Hyena with a silver M45A1 on his body holster. The same low-detail handgun is used on all enemies that have holster on their gear.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
A new usable pistol in the game is the [[Desert Eagle Mark XIX]]. Has an 8-round capacity. Like in many other Ubisoft games, it goes by the &amp;quot;D50&amp;quot; name.  In-game text and it's 8-round magazine specifies its the .44 magnum version, but it lacks the fluted barrel that's a defining characteristic of the .44 model.&lt;br /&gt;
&lt;br /&gt;
A unique variant called &amp;quot;Liberty&amp;quot;, which was previously owned by General Ridgeway of the True Sons, can be crafted by obtaining the necessary parts. The weapon features a custom reflex sight, a compensator-style cut near the muzzle of the barrel, and unique True Sons aesthetic. The weapon has unique mechanics when dispatching enemy weakpoints and electronic skill proxies.&lt;br /&gt;
&lt;br /&gt;
[[File:Deser Eagle XIX 50AE Picatinny.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:DesertEagle44ModelXIX.jpg|thumb|none|400px|IWI Desert Eagle Mark XIX - .44 Magnum, for reference.]]&lt;br /&gt;
[[Image:DIVISION2 D50 1.jpg|thumb|600px|none|The &amp;quot;D50&amp;quot;. While a survivalist upgrade text specifies this is suppose to be a .44 magnum pistol, it lacks the fluted barrel that's suppose to be visible from the side.]]&lt;br /&gt;
[[File:TD2Liberty.jpg|thumb|600px|none|A preview of &amp;quot;Liberty&amp;quot;. The slide has the words &amp;quot;Libertatem Aut Mortem&amp;quot; written on it, which would roughly translate to &amp;quot;Give me Liberty or Give me Death&amp;quot; in English, a famous quote by Virginian governor [https://en.wikipedia.org/wiki/Patrick_Henry Patrick Henry]. It also has dogtags of fallen True Sons soldiers tied around the grip and behind the trigger, which would probably block the path of the trigger pull and make the pistol into an oversized paper weight. Given how far mounted forward it is, the reflex sight also looks like it would probably get blown off by muzzle blast out of those compensator cuts.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-45==&lt;br /&gt;
The [[FNP-45]] appears as the &amp;quot;X-45&amp;quot;. The Tactical version appears as the &amp;quot;Tactical X-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard X-45 is sometimes used by civilian militia.&lt;br /&gt;
[[Image:FNP45.jpg|thumb|none|300px|FN FNP-45 - .45 ACP]]&lt;br /&gt;
[[File:FNX-45 Tactical FDE.jpg|thumb|none|300px|FNP-45 Tactical FDE - .45 ACP]]&lt;br /&gt;
[[Image:Division2 FNP-45.JPG|thumb|none|600px|FN FNP-45 as the &amp;quot;X-45&amp;quot;.]]&lt;br /&gt;
[[File:TD2FNPT.jpg|thumb|none|600px|FN FNP-45 Tactical as the &amp;quot;Tactical X-45&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P320 Compact ==&lt;br /&gt;
The [[SIG-Sauer P320 Compact]] was introduced during the release of the Gunner specialization, as the class' exclusive sidearm. It is simply called the &amp;quot;P320&amp;quot; and can be unlocked investing in the appropriate skill in the Gunner's skill tree. Unlike other weapons, the P320 cannot be obtained from world drops.&lt;br /&gt;
&lt;br /&gt;
[[File:SIGP320Compact.jpg|thumb|none|300px|SIG-Sauer P320 Compact - 9x19mm]]&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P45==&lt;br /&gt;
The [[Smith &amp;amp; Wesson M&amp;amp;P45]] returns as the &amp;quot;First Wave PF45&amp;quot;. A customized version with a threaded barrel, extended rear sight, and extended-basepad magazine is called the &amp;quot;Custom PF45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The First Wave variant is used by Outcast gunners, who will switch to it if their machine gun's ammo bandolier is destroyed.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 45acp.jpg‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P45 with 4.5&amp;quot; barrel - .45 ACP]]&lt;br /&gt;
[[Image:DIVISION2 PF45 1.jpg|thumb|none|600px|Preview of the &amp;quot;First Wave PF45&amp;quot;]]&lt;br /&gt;
[[File:TD2MP45C.jpg|thumb|none|600px|Preview of the &amp;quot;Custom PF45&amp;quot;]]&lt;br /&gt;
[[Image:Division2 M&amp;amp;P45.jpeg|thumb|none|600px|A Division agent reloading his M&amp;amp;P45.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 586]] with a 4 inch barrel returns as the Magnum 586. Unlike in the previous game, it can now be customized with a short-rail sight and it's cylinder can be modded.&lt;br /&gt;
[[Image:S&amp;amp;W Mod586.jpg|300px|thumb|none|Smith &amp;amp; Wesson Model 586 4&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[Image:Division2 S&amp;amp;W Model 586.JPG|600px|thumb|none|Stock S&amp;amp;W Model 586.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 686==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 686]] with a 6 inch barrel returns as the Magnum 686.  Unlike in the previous game, it can now be customized with a short-rail sight and it's cylinder can be modded.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast flame units, who will switch to the weapon if their flamethrower's fuel tank is destroyed.&lt;br /&gt;
[[File:800px-SW686.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 686 6&amp;quot; Barrel - .357 Magnum]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686.jpeg|thumb|none|600px|Preview of the Smith &amp;amp; Wesson Model 686.]]&lt;br /&gt;
[[File:Division2 S&amp;amp;W model 686 2.jpeg|thumb|none|600px|An SHD agent reloads his Model 686.]]&lt;br /&gt;
&lt;br /&gt;
==SilencerCo Maxim 9==&lt;br /&gt;
The [[SilencerCo Maxim 9]] was introduced along with the &amp;quot;Technician&amp;quot; class as their exclusive sidearm. It cannot be procured from world drops and can only be obtained by investing the appropriate talent points in the Technician tree. This also means that it can only be used while using the technician specialization.&lt;br /&gt;
[[File:SilencerCoMaxim9.jpg|thumb|none|400px|SilencerCo Maxim 9 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns/Pistol-Caliber Carbines=&lt;br /&gt;
==CMMG MkGs Banshee 300==&lt;br /&gt;
One of the new weapons introduced in the new Warlords of New York expansion is the [[CMMG Banshee|CMMG MkGs Banshee 300]] sub-machine gun with a titanium finish. In-game, the weapon's name is shortened to &amp;quot;CMMG Banshee&amp;quot;.&lt;br /&gt;
A named version of the weapon, known as &amp;quot;The Grudge&amp;quot;, is the personal weapon of original First Wave Rogue Agent and egotistical sociopath Aaron Keener.&lt;br /&gt;
[[File:CMMG Banshee GMG finish.jpg|thumb|400px|none|CMMG MkGs Banshee 300 with titanium finish - 9x19mm Parabellum]]&lt;br /&gt;
&lt;br /&gt;
==FN P90==&lt;br /&gt;
The [[FN P90]] now appears in the sequel as a usable weapon. The game erroneously classifies it as a 5.56mm weapon, although this was likely for streamlining concerns to avoid complicating the modification pool. Additionally, the weapon treats the built-in reflex as a removable attachment, as if its a hybrid of the standard P90 and the newer P90 TR. This results in the default optical sight group clipping through larger sights when they are attached.&lt;br /&gt;
&lt;br /&gt;
An exotic version called &amp;quot;The Chatterbox&amp;quot;, is an exotic-tier Hyena weapon. It comes equipped with a haphazardly-applied green paintjob, a EOTech 553 holographic sight (that is no longer usable due to the view supposedly resembling a kaleidoscope), sound suppressor, a custom side clamp for an extra magazine and through the power of either skill or idiocy: the Hyenas managed to expand the magazine to 60 rounds. The gun has special mechanics related to increasing rate of fire. Unlike the base model, the Chatterbox is based on the P90 Triple Rail variant.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by veteran and elite Rikers squad leaders. Additionally, like in ''TD1'', it appears that the P90 is still the basis for agent-deployed sentry guns, although its been further stripped down.&lt;br /&gt;
[[File:FNP90.jpg|thumb|400px|none|Fabrique Nationale P90 LV/IR - FN 5.7x28mm.]]&lt;br /&gt;
[[File:FN P90 Triple Rail (TR).jpg|thumb|400px|none|FN P90 TR with optics removed - FN 5.7x28mm]]&lt;br /&gt;
[[File:TD2P90.jpg|thumb|600px|none|A Division agent stacks up on the door with his P90.]]&lt;br /&gt;
[[File:TD2P90Inv.jpg|600px|none|thumb|A preview of the P90.]]&lt;br /&gt;
[[File:TD2P90Inv2.jpg|600px|none|thumb|A preview of a modded P90. Due to Ubisoft treating it like a P90TR, the housing for the optical sight is not removed, causing it to clip through larger scopes.]]&lt;br /&gt;
[[File:TD2Chatterbox.jpg|600px|none|thumb|A preview of the &amp;quot;Chatterbox&amp;quot;. The filter canister below is filled with &amp;quot;Spice&amp;quot;, a special type of narcotic substance created by the Hyenas, which constantly emit vapors. We're not sure if we're only getting away with on-the-job substance abuse because it's legal for SHD agents to do so, or everyone incharge of oversight is dead.]]&lt;br /&gt;
[[File:TD2Sentrygun.jpg|600px|none|thumb|The SHD's basic portable sentry gun. While most of the gun's defining features have been removed to allow it to fit into a compact briefcase: the P90's distinct flash hider can still be observed.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A4==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A4]] appears as the MP5A2. Unlike in the previous game, it now fires at full-auto, rather than burst.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by regular True Sons grenadiers and civilian militia. Higher-level Outcast and Rikers grenadiers also make use the MP5A4.&lt;br /&gt;
[[File:H&amp;amp;KMP5A4.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MP5A4 2.JPG|thumb|none|600px|MP5A4]]&lt;br /&gt;
[[File:Division2 MP5A4.jpeg|thumb|none|600px|A Division agent holding an MP5A4]]&lt;br /&gt;
[[File:TD2TrueSonsMP5A4.jpeg|thumb|none|600px|A True Sons grenadier holding an MP5A4]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A5]] appears incorrectly as the &amp;quot;MP5-N&amp;quot; (which refers to a variant with a Navy three-position trigger group, the in-game weapon having the four-position trigger group) and has a 32-round magazine. The weapon uses an M4-style railed handguard, rather than the tropical forearm that it originally comes in with. Another returning variant is the &amp;quot;MP5 ST&amp;quot;, which is an MP5-N customized by the [http://www.tscmachine.com/MP5NavyST.html Tactical Supply Company].&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;MP5-N&amp;quot; is used by True Sons medics. The &amp;quot;MP5 ST&amp;quot; variant is used by Black Tusk medics.&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TSC Machine MP5 Navy ST.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A5 customized by TSC Machine- 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 H&amp;amp;KMP5A5.JPG|thumb|none|600px|Preview of the MP5A5.]]&lt;br /&gt;
[[File:Division2 MP5A5.jpeg|thumb|none|600px|A Division agent with an MP5A5.]]&lt;br /&gt;
[[File:TD2TSCMP5.jpg|thumb|none|600px|Preview of the TSC-customized MP5A5.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] appears as the &amp;quot;MP7&amp;quot;'. Unlike the previous game, the weapon is now modeled with a 40-round magazine and programmed with the correct magazine capacity. Much like the P90, it is erroneously classified as a 5.56mm weapon, although this was done likely for standardizing it for the mod system.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast support soldiers. Additionally, higher-level Cleaner grenadiers are also armed with MP7s, much like in the first game.&lt;br /&gt;
[[File:MP7A2.jpg‎‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:Division2 MP7A2.JPG|thumb|none|600px|Stock MP7A2.]]&lt;br /&gt;
[[File:Division2 MP7A2 2.JPG|thumb|none|600px|A Division agent holding an MP7A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] returns as the “Police UMP-45”. A UMP with a Magpul telescoping stock and light green finish appears as the &amp;quot;Tactical UMP-45&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular Hyena soldiers. President Ellis later steals a UMP45 off an unwitting soldier during the Division's attempt in rescuing him. Tactical UMP45s are sometimes used by Rogue Division agents.&lt;br /&gt;
[[File:UMP_45.jpg|thumb|none|400px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Division2 UMP45.jpeg|thumb|none|600px|Preview of the Police UMP45.]]&lt;br /&gt;
[[File:TD2POTUSUMP45.jpeg|thumb|none|600px|President Ellis with a re-possessed UMP45 as he and the Division attempt to fight their way out to an extraction point. We'd say he stole it, but these were likely taken by the Hyenas from FBI and police armories.]]&lt;br /&gt;
[[File:TD2UMP45T.jpg|thumb|none|600px|Preview of the Tactical UMP45.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USC==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|Heckler &amp;amp; Koch USC]] appears as the &amp;quot;USC .45 ACP&amp;quot;; being correctly semi-auto only, it is classified in-game as a rifle (unlike its prior incarnation, which erroneously fired in full-auto). As in the previous game, it incorrectly holds 20+1 rounds in a 10-round magazine.&lt;br /&gt;
[[File:H&amp;amp;K-USC Rifle.jpg|thumb|none|400px|Heckler &amp;amp; Koch USC - .45 ACP]]&lt;br /&gt;
[[File:Division2 USC.JPG|thumb|none|600px|The USC carbine in-game. The fire selector erroneously shows an automatic setting, which should not be possible for this variant.]]&lt;br /&gt;
[[File:DIVISION2 USC 2.jpg|thumb|none|600px|A Division agent holds an H&amp;amp;K USC. It is actually modeled with a 0-1-A trigger group with the selector on auto.]]&lt;br /&gt;
[[File:DIVISION2 USC 1.jpg|thumb|none|600px|Engaging a Hyena with a USC carbine.]]&lt;br /&gt;
[[File:Division2 H&amp;amp;K USC 2.jpeg|thumb|none|600px|A Division agent with a USC.]]&lt;br /&gt;
[[File:Division2 USC (1).jpg|thumb|none|600px|Reloading the USC.]]&lt;br /&gt;
[[File:Division2 USC (2).jpg|thumb|none|600px|Working the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
Both the [[Intratec TEC-9|Intratec TEC-9 and TEC-9  Mini]] return in ''TD2'', and are still closed-bolt semi-auto only firearms illegally (whatever meaning that has when Washington D.C. is controlled by a mutiny) converted to fire on full auto. Unlike the previous game, the full-sized TEC-9 now has a plethora of rails on it's barrel shroud and receiver: giving it a wider array of customization. The standard version is called the &amp;quot;Converted SMG-9 A2&amp;quot; while the mini variant is called the &amp;quot;Converted SMG-9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The mini variant is used by higher-level Hyena shields. The standard variant is used by veteran and elite Rikers scouts, who in true gangster fashion: brandish two of them when attacking.&lt;br /&gt;
&lt;br /&gt;
[[File:TEC-9.jpg|thumb|none|300px|Intratec TEC-9 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TEC-9Mini.jpg|thumb|none|300px|Intratec TEC-9 Mini - 9x19mm Parabellum]]&lt;br /&gt;
[[File:TD2TEC9.jpg|thumb|none|600px|Preview of the TEC-9. All these rails and the threaded barrel will allow you to make your gat as tacticool as possible.]]&lt;br /&gt;
[[File:Division2 TEC-9mini.JPG|thumb|none|600px|Preview of the TEC-9 Mini]]&lt;br /&gt;
[[File:Division2 TEC-9mini 2.JPG|thumb|none|600px|A Division agent fetches a new magazine for his TEC-9 Mini]]&lt;br /&gt;
&lt;br /&gt;
==M1928 Thompson==&lt;br /&gt;
The [[Thompson Submachine Gun|M1928 Thompson]] returns from the previous game, but now appears as a non-exotic weapon and is simply called the &amp;quot;M1928&amp;quot;. The M1928 with a mounted 50-round drum magazine is simply called the &amp;quot;Tommy Gun&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The standard M1928's magazine can be modified and have an option to be extended, where its standard magazine would be replaced with a 50-round .45ACP Glock magazine. This leads to a somewhat humorous sight where the extended mag has no way to be properly seated and the lack of a magazine well shows the mag being suspended by the lips as it feeds the weapon.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Tommy Gun&amp;quot; variant is the unconventional weapon of choice of Cleaner drone operators.&lt;br /&gt;
[[File:M1928A1 Thompson.jpg|thumb|none|400px|M1928A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[File:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[File:Division2 M1928.JPG|thumb|none|600px|Preview of the M1928.]]&lt;br /&gt;
[[File:TD2M1928GlockMag.jpg|thumb|none|600px|Preview of an M1928 with the extended 50-round Glock magazine (that only grants it 40 rounds). There is no way this would ever work without heavily re-working the gun to accept modern aftermarket magazines (and by then it would prevent it from using it's old ones, which you can do here at will), but luckily we can avoid all that through the power of video game magic. Also the magazine is quite possibly only staying attached through magic.]]&lt;br /&gt;
[[File:TD2TG.jpg|thumb|none|600px|Preview of the &amp;quot;Tommy Gun&amp;quot;. Considering how the magazine is the only difference between this version and the one above, it's not entirely clear why the drum magazine wasn't simply made into the M1928's extended mag upgrade.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
Both versions of the [[Izhmash PP-19 Bizon#PP-19 Bizon-2|PP-19 Bizon-2]] return from the first game unchanged. It loads from 53-round magazines, with one in the chamber for a maximum of 54 rounds.&lt;br /&gt;
&lt;br /&gt;
The standard variant is used by lower-level Hyena medics. As of the new expansion, the Enhanced version is used by elite Cleaner engineers, and is the preferred SMG of rogue Division agents under Jupiter.&lt;br /&gt;
[[File:Izhmashpp19bizon.jpg|thumb|none|400px|PP-19 Bizon-2 with side-folding stock - 9x18mm Makarov]]&lt;br /&gt;
[[File:Division2 PP-19.JPG|thumb|none|600px|Stock PP-19.]]&lt;br /&gt;
[[File:Division2 PP-19 2.jpeg|thumb|none|600px|An SHD agent with her PP-19 Bizon-2.]]&lt;br /&gt;
[[File:Division2 Enhanced PP-19.JPG|thumb|none|600px|The &amp;quot;Enhanced PP-19&amp;quot; with a Magpul Zhukov stock and MOE pistol grip.]]&lt;br /&gt;
[[File:Division2 Enhance PP-19 2.JPG|thumb|none|600px|A Division agent with the &amp;quot;Enhanced PP-19&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
Like most exotic weapons of the original game, the [[SIG-Sauer MPX]] - known as &amp;quot;The House&amp;quot; previously - returns now as a standard weapon. SHD Agent Kelso briefly made use of an MPX while defending Odessa Sawyer, a retired SHD agent, against the Hyenas after being maimed by a sniper as seen in an ECHO reconstruction, although never uses the weapon in-game.&lt;br /&gt;
&lt;br /&gt;
In later updates, the MPX is used by Black Tusk squad leaders.&lt;br /&gt;
&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|401px|SIG-Sauer MPX, Gen 1 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 MPX.JPG|thumb|none|600px|A preview of the &amp;quot;MPX&amp;quot;]]&lt;br /&gt;
[[File:TD2ECHOMPX.jpeg|thumb|none|600px|Agent Kelso aims her MPX during an ECHO reconstruction as she defends her wounded comrade against the Hyenas.]]&lt;br /&gt;
&lt;br /&gt;
==SOCIMI Type 821==&lt;br /&gt;
The [[SOCIMI Type 821]] returns as the T821. It still has the same two variants: the &amp;quot;Police&amp;quot; and &amp;quot;Black Market&amp;quot; versions, although the only real difference is that the Police variant has a side-folding stock, while the Black Market version has none.&lt;br /&gt;
&lt;br /&gt;
The weapon is used extensively by the civilian militia, lower-level Outcast supports, and higher-level Hyena medics. Low-level Rikers scouts are also armed with two Black Market T821s.&lt;br /&gt;
[[File:Socimi821.jpg|thumb|none|400px|Socimi Type 821 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 Type 821.JPG|thumb|none|600px|Detailed view of the Black Market T821. For whatever reason, Ubisoft is adamant to not give us a traditional, Israeli-made Uzi.]]&lt;br /&gt;
[[File:TD2T821P.jpg|thumb|none|600px|Detailed view of the Police T821.]]&lt;br /&gt;
[[File:TD2HyenaT821.jpg|thumb|none|600px|A Hyena medic holding a customized Type 821. Although its hard to call them medics when they're basically drug dealers stabbing their fallen comrades with a cocktail of adrenaline and other assorted narcotic substances.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG SMG ==&lt;br /&gt;
The [[Steyr AUG Para|Steyr AUG SMG]] and it's 3 variants from the previous games return here aswell. The three variants are the &amp;quot;AUG A3 Para XS&amp;quot;, &amp;quot;Enhanced AUG A3P&amp;quot; and the &amp;quot; &amp;quot;Tactical AUG A3P&amp;quot;&amp;quot;. The A3 Para XS is a hybrid of the A2 and A3 models, using the A2's flat-top reciever with the A3's underside rail rather than built-in grip and has a black finish. The Enhanced A3P uses the AUG A3 CQC's handguard and has a dark earth finish. The Tactical A3P is based on the actual AUG A3 XS, with an olive green finish.&lt;br /&gt;
&lt;br /&gt;
The A3 Para XS is used by higher-level Hyena grenadiers, the Tactical A3P is used by higher-level True Sons grenadiers and standard Black Tusk medics, while the Enhanced A3P is used by higher-level Black Tusk UAV operators.&lt;br /&gt;
&lt;br /&gt;
[[File:AUG-PARA-RAILS.jpg|thumb|none|450px|Steyr AUG Para with M68 Aimpoint red dot scope - 9x19mm Parabellum]]&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 2.JPG|thumb|none|600px|The AUG A3 9mm XS in the game's weapon customization menu.]]&lt;br /&gt;
[[File:TD2AUGSMGA3.jpg|thumb|none|600px|Preview of the &amp;quot;Enhanced AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:TD2AUGSMGA3XS.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical AUG A3P&amp;quot;.]]&lt;br /&gt;
[[File:Division2 AUG A3 9mm XS 1.JPG|thumb|none|600px|A bored-looking SHD agent holding an AUG A3 9mm XS, clearly waiting for people to finish saying its name and get along with things.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
The [[TDI Vector]] appears in game with 3 different variations. The &amp;quot;9mm Tactical Vector&amp;quot; appears as the SDP stockless version, the &amp;quot;9mm SBR Vector&amp;quot; with the standard folding stock (which is an odd designation since the SBR refers to a civilian model restricted to semi-auto), and finally a variant equipped with an M4-style collapsible stock, custom extended barrel, and aftermarket rail extension, called  the &amp;quot;Vector SBR .45 ACP&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Hyena RC operators, who took a book out of the rioters from the previous game and fire the gun &amp;quot;gangster style&amp;quot;. The SBR variant is used by standard Black Tusk UAV drone operators.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector with vertical foregrip - .45 ACP]]&lt;br /&gt;
[[File:TD2TDIVSDP.jpg|thumb|none|600px|Preview of the &amp;quot;9mm Tactical Vector&amp;quot;. Despite being chambered for 9x19mm rounds, the writing on the receiver still says its for .45ACP. (This is likely due to Ubisoft recycling the models from the previous game)]]&lt;br /&gt;
[[File:Division2 TDI Vector.jpeg|thumb|none|600px|Preview of the &amp;quot;&amp;quot;9mm SBR Vector&amp;quot;. Like the Tactical Vector, the receiver says its for .45ACP rounds when its also a 9x19mm weapon.]]&lt;br /&gt;
[[File:Division2 Vector SBR 45 ACP.jpeg|thumb|none|600px|Preview of the oddly named “Vector SBR .45 ACP”. This is so far the only Vector where it indicates it's correct cartridge.]]&lt;br /&gt;
[[File:Division2 TDI Vector 2.jpeg|thumb|none|600px|A Division agent holds a TDI Vector.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles/Battle Rifles=&lt;br /&gt;
Unlike the previous game, The Division 2 separates rifles into 3 separate categories. The first is &amp;quot;Assault Rifle&amp;quot;, which are fully automatic. The second is simply named &amp;quot;Rifle&amp;quot;, which are relegated to either single shots or burst. The last is &amp;quot;Sniper Rifles&amp;quot;, which are covered in the sniper rifles section.&lt;br /&gt;
&lt;br /&gt;
==AAC Honey Badger==&lt;br /&gt;
The [[AAC Honey Badger]] makes an appearance. The variant used in the game is the rifle model with a 16-inch barrel and strangely uses 5.56x45mm rounds instead of it's proprietary .300 AAC BLK rounds(or 7.62mm in the game's mod system). The weapon comes in with an integral silencer that cannot be removed.&lt;br /&gt;
&lt;br /&gt;
[[File:AAC honey badger.jpg|thumb|500px|none|AAC original Honey Badger with magazine removed - .300 AAC Blackout]]&lt;br /&gt;
&lt;br /&gt;
==ADM UIC MOD2==&lt;br /&gt;
The [[UIC|American Defense Manufacturing Universal Improved Carbine MOD2]]  makes an appearance as a semi-auto rifle, where it is simply called the &amp;quot;UIC15 MOD2&amp;quot;. Whether intentional or due to a bug, the gun is incredibly underpowered compared to it's competition, sporting average damage and a low RoF of 240.&lt;br /&gt;
&lt;br /&gt;
[[File:ADMUICMOD2.jpg|thumb|500px|none|ADM UIC MOD2 - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==AKM==&lt;br /&gt;
The [[AKM]] returns from the prequel, this time with a correct name, yet still modeled with the front sight and gas block of an [[AK-47]]. Due to the lack of a threaded barrel and presence of the slanted muzzle brake: it cannot use barrel attachments. A heavily modified version called the &amp;quot;Black Market AKM&amp;quot; is also available, where in addition to all the aftermarket plastic parts: it can now use barrel attachments. &lt;br /&gt;
&lt;br /&gt;
A unique, exotic version called &amp;quot;Merciless&amp;quot; is also available, where it sports a custom dot sight, suppressor modeled after a Wolverine PBS-1 from Dead Air Armaments, a home-made vertical grip, and copious amounts of dirty bandages for the Hyena aesthetic. Uniquely, the weapon is classified as a rifle and possess a unique firing mechanic. The weapon shoots in two round bursts, but landing both shots on a single target will deal additional explosive damage. &lt;br /&gt;
&lt;br /&gt;
As a pre-order bonus for the Ultimate edition, the weapon is also available as &amp;quot;Ruthless&amp;quot; where it sports a custom long barrel and polymer side-folding stock instead, although it is functionally identical to the to the Mericless albeit being instantly available at LV1.&lt;br /&gt;
&lt;br /&gt;
The stock AKM is used by the JTF, civilian militia, and Outcast riflemen. The Cleaners are one again seen using stock AKMs with DIYed underbarrel flame throwers attached. The &amp;quot;Black Market&amp;quot; variant is sometimes used by Rogue Division agents.&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|500px|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[Image:Division2 AKM.JPG|thumb|600px|none|Stock AKM with multiple mounting points for attachments.]]&lt;br /&gt;
[[File:TD2OutcastAKM.jpeg|thumb|600px|none|A duo of Outcast riflemen staring menacingly at the photographer with their AKMs out. They were less appreciative of the 5.56mm headshots they received in retaliation.]]&lt;br /&gt;
[[File:TD2AKMTac.jpg|thumb|600px|none|A preview of the &amp;quot;Black Market AKM&amp;quot;. It boggles the mind who'd be selling mall-ninjad AKMs on the black market when [[AK-103|better options for modernized AKs exist]].]]&lt;br /&gt;
[[File:TD2Merciless.jpg|thumb|600px|none|A preview of &amp;quot;Merciless&amp;quot;. The custom suppressor's description mentions an odd tidbit about it dripping with saliva for reasons unexplained.]].&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
Returning from the previous game, a customized [[AK-74]] misidentified as an AKM, re-appears as the &amp;quot;Tactical AKM&amp;quot;. The weapon features an aftermarket handguard and plum plastic purniture. It's also missing the proprietary muzzle brake of the AK-74 and incorrectly modeled with the AKM's gas block.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-74(plum).jpg|thumb|500px|none|AK-74 with plum furniture - 5.45x39mm]]&lt;br /&gt;
[[File:TD2AK74.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical AKM&amp;quot;. The main giveaway that this is an AK-74 is it's straight magazine. 7.62-caliber AK magazines have a distinct curvature to them.]]&lt;br /&gt;
&lt;br /&gt;
==Bracebuilt MC7==&lt;br /&gt;
The [[MC7|Bracebuilt Modern Carbine 7]] was introduced during the Coney Island update. Despite being a 7.62mm weapon and clearly loaded with a .308 magazine, the weapon is incorrectly listed as using 5.56x45mm rounds (although there is an MC variant that shoots this caliber, which is the MC6). It is also depicted as firing in full-auto like a traditional assault rifle, despite the real MC7 only being locked to semi-auto. In game, the gun's name is shortened to simply &amp;quot;Carbine 7&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by lower-level Rikers riflemen. The weapon is also used by Rogue Division agent and Cleaners commander: Vivian Conley.&lt;br /&gt;
&lt;br /&gt;
[[File:BBMC7.jpg|thumb|none|500px|Brace Built Modern Carbine 7 - .308 Winchester]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
The [[M4A1]] also makes an appearance in the sequel. The stock version is known as the &amp;quot;Police M4&amp;quot;, with a variety of rails to allow for extra attachments. &lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Lightweight M4&amp;quot; is a semi-auto only variant that features a Troy VTAC Alpha handguard, Magpul MBUS flip up sights, and a LMT SOPMOD stock. It was originally named the &amp;quot; Competition LAR-15&amp;quot; in earlier betas, but its not related to the Rock River Arms LAR-15, apart from the name and the fact its restricted to semi-auto (where it appears Ubisoft was trying to imply this was a civilian AR-15 to explain the semi-auto only restriction).&lt;br /&gt;
&lt;br /&gt;
The police variant is used by regular True Sons riflemen and their &amp;quot;immobilizer&amp;quot; troops (where they have a custom underbarrel attachment that sprays riot foam over an area), the JTF, and civilian militia. According to in-game [https://thedivision.fandom.com/wiki/ECHOs ECHO Reconstructions] (Evidence Correlation Holographic Overlay), M4A1s were also the primary weapon of JTF troops before the breakdown of Washington DC.&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|500px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M4A1.JPG|thumb|600px|none|A Police M4. Note that in real life, neither Colt or FN makes M4s with white selector markings.]]&lt;br /&gt;
[[Image:Division2 M4A1 2.JPG|thumb|600px|none|An SHD agent with the &amp;quot;Police M4&amp;quot;.]]&lt;br /&gt;
[[File:TD2M4A1Immobilizer.jpg|thumb|600px|none|A True Sons HVT posing with his M4A1, with underbarrel spray nozzle, which sprays debilitating riot foam over an area.]]&lt;br /&gt;
[[File:TD2ECHOM4.jpg|thumb|600px|none|An ECHO reconstruction of former JTF troops armed with M4A1s holding back a Green Posion-infected civilian near the entrance to Roosevelt Island. Said troops later defected to the True Sons.]]&lt;br /&gt;
[[Image:DIVISION2 M4 1.jpg|thumb|600px|none|A preview of the Lightweight M4. Despite being restricted to semi-auto mode, the gun has a 3-position fire selector and its currently set to full-auto.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A2==&lt;br /&gt;
The [[M16A2]] is classified as a rifle and is depicted with a correct 3-round burst fire mode. For some reason, the top rail is considered short (despite being the same length as the Police M4A1's) which prevents it from using a good number of magnified scopes, and lacks rails on the handguard, severely limiting the attachments available for this weapon. A recent buff has made the M16A2 a bit more viable. Each shot now does about the same amount of damage as any 5.56x45mm rifle-type weapon, making it excel at burst DPS compared to other rifles.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|500px|none|Colt M16A2 - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 M16A2.JPG|thumb|600px|none|Preview of the M16A2. ]]&lt;br /&gt;
[[Image:Division2 M16A2 2.JPG|thumb|600px|none|A Division agent holds a stock M16A2.]]&lt;br /&gt;
&lt;br /&gt;
==CTAR-21==&lt;br /&gt;
The [[Tavor TAR-21 rifle series#IMI Compact Tavor CTAR-21|CTAR-21]] with an integral top-rail appears as one of the newest assault rifles added in ''The Division 2''.&lt;br /&gt;
&lt;br /&gt;
The weapon posses an RoF of 900RPM and can be customized to a decent degree, which makes it one of the more popular assault rifles in the game.&lt;br /&gt;
[[Image:IMI CTAR-21 Tavor.jpg|thumb|none|500px|IMI Tavor CTAR-21 with ITL MARS red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 CTAR-21.JPG|thumb|none|600px|Preview of the CTAR-21.]]&lt;br /&gt;
[[Image:Division2 CTAR-21 2.JPG|thumb|none|600px|An SHD agent holding a CTAR-21.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Tech Micro Dynamic Rifle==&lt;br /&gt;
The [[Desert Tech Micro Dynamic Rifle]] appears in ''The Division 2'' as the &amp;quot;Urban MDR&amp;quot;. It is a non-exotic, semi automatic rifle with a 20+1-round capacity.&lt;br /&gt;
[[file:Desert Tech MDR.jpg|thumb|400px|none|Desert Tech Micro Dynamic Rifle - 7.62x51mm NATO. This is a pre-production select-fire model with 3D printed furnishings first shown in 2014: the current version has charging handles on both sides rather than a single reversible one, a flat-faced trigger, and a redesigned ejection port which is less raised and has a dust cover.]]&lt;br /&gt;
[[Image:Division2 MDR.JPG|thumb|600px|none|Stock MDR. Protip: Don't examine your new loot in the Dark Zone, it's not gonna end well with the reduced time to kill and DZ normalization. Note that it erroneously is loaded with an M14/M1A magazine.]]&lt;br /&gt;
[[Image:Division2 MDR 2.JPG|thumb|600px|none|An SHD agent holding an MDR.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 Para Tactical Carbine==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_Para_Tactical_Carbine|DSA SA58 Para Tactical Carbine]] appears in the game as the &amp;quot;FAL SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
The weapon is used by higher-level Outcast riflemen and civilian militia.&lt;br /&gt;
&lt;br /&gt;
[[Image:SA58TACP.jpg|thumb|none|500px|DSArms SA58 Para Tactical Carbine with an EOTech 552 sight - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2SA58.jpg|thumb|none|600px|Preview of the &amp;quot;FAL SA-58&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW==&lt;br /&gt;
The [[DSA_SA58_OSW#DSA_SA58_OSW|DSA SA58 OSW]] appears in the game as the &amp;quot;Tactical SA-58&amp;quot;. Much like the FAL, in this game it now fires on full-auto, rather than burst, and is incorrectly classed as an assault rifle. &lt;br /&gt;
&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|500px|DSArms SA58 OSW - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Tom Clancy's The Division® 2 20190331143709.jpg|thumb|600px|none|Preview of the Tactical SA-58]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
The [[FAMAS Valorisé]] returns as the &amp;quot;FAMAS 2010&amp;quot;. It is now an uncommonly-dropped weapon, rather than exotic.&lt;br /&gt;
&lt;br /&gt;
The weapon possesses the highest RoF for any assault rifle in the game at 950RPM. Originally, it's magazine could not be upgraded, however a future update allowed magazine mods to be installed, making all aspects of the gun customizable.&lt;br /&gt;
&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 FAMAS.JPG|thumb|600px|none|The &amp;quot;FAMAS 2010&amp;quot;, known as &amp;quot;Bullfrog&amp;quot; in the original game. It holds 30 rounds, so the proprietary French 25-rounder mag is not correct.]]&lt;br /&gt;
[[File:Division2 FAMAS 2.JPG|thumb|none|600px|An Division agent with a FAMAS Valorisé.]]&lt;br /&gt;
[[File:Division2 FAMAS (1).jpg|thumb|none|600px|An agent reloads his kitted-out FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000 Tactical]] is one of the new assault rifles in the sequel. Much like in GR: Wildlands, the weapon does not have a tri-rail on the handguard.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|500px|FN F2000 Tactical TR with CAA FVG5 folding foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2F2KInv.jpg|thumb|none|601px|The F2000 in the inventory screen.]]&lt;br /&gt;
&lt;br /&gt;
==FN FAL G==&lt;br /&gt;
The [[FN FAL|FN FAL G]] returns as the &amp;quot;FAL&amp;quot;. This time it fires in fully-automatic mode, which would be correct for the standard FN FAL, but not for the G Series, which are semi-auto only in reality.&lt;br /&gt;
&lt;br /&gt;
The weapon is commonly used by the JTF and civilian militia forces. It is also used by the mysterious, unnamed underground-dwelling faction as their rifle of choice.&lt;br /&gt;
[[Image:Fn fal g series.jpg|thumb|none|500px|FN FAL G Series - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 FAL 1.jpg|thumb|600px|none|A resistance member guards one of the friendly settlements with an FAL.]]&lt;br /&gt;
[[Image:Division2 FAL.JPG|thumb|600px|none|FN FAL.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H==&lt;br /&gt;
The [[FN SCAR-H]] appears in game as the &amp;quot;Police Mk17&amp;quot;, &amp;quot;Military Mk17&amp;quot;, and &amp;quot;MK20 SSR&amp;quot;. The police variant has a two-tone black and tan finish and aftermarket stock and rail extension while the military variant uses standard factory parts. The SSR variant is based on the SCAR SSR, which is specifically meant to function as a DMR than battle rifle. The Police and Military variants are considered rifles, while the Mk20 SSR is considered a marksman's rifle.&lt;br /&gt;
&lt;br /&gt;
The MK.20 SSR is used by higher-level Black Tusk snipers. Its also the preferred weapon of Rogue Division Agent: Theo Parnell, and uses one when he is confronted.&lt;br /&gt;
[[File:FN SCAR-H STD.jpg|thumb|none|500px|FN SCAR-H - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FN MK 20 SSR.jpg|thumb|none|500px|FN SSR (Sniper Support Rifle) - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-H.jpeg|thumb|none|600px|Preview of the “Military Mk17”.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 2.jpeg|thumb|none|600px|An SHD agent has customized her stock SCAR-H with an ACOG and small forward grip.]]&lt;br /&gt;
[[Image:Division2 SCAR-H 3.JPG|thumb|none|600px|Preview of the &amp;quot;Police Mk17&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK20SSR.jpg|thumb|none|600px|Preview of the &amp;quot;MK20 SSR&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] variants return from the last game. The weapon comes in 3 variants, the one simply called &amp;quot;MK16&amp;quot;, the &amp;quot;SOCOM&amp;quot; variant, and the &amp;quot;Tactical&amp;quot; variant. The MK16 is the factory default setup. The SOCOM variant has a two-tone coyote brown and black finish with an aftermarket SRX rail. The Tactical variant is based on a heavily customized CQC variant with a two-tone coyote brown and dark earth finish with aftermarket fore-end rail with collapsible M4-style Magpul stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level Black Tusk riflemen.&lt;br /&gt;
&lt;br /&gt;
[[file:FN SCAR-L (Standard).jpg|thumb|none|500px|FN SCAR-L - 5.56x45mm NATO]]&lt;br /&gt;
[[File:SCAR-L_CQC.jpg|thumb|none|500px|Third Generation FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 SCAR-L.JPG|thumb|600px|none|FN SCAR-L with a PMag.]]&lt;br /&gt;
[[Image:Division2 SOCOM Mk16 1.jpeg|thumb|600px|none|Preview of the &amp;quot;SOCOM Mk16&amp;quot;.]]&lt;br /&gt;
[[File:TD2MK16T.jpg|thumb|600px|none|Preview of the &amp;quot;Tactical Mk16&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch G36C ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is one of three G36 variants. The weapon is used by higher-level Hyena footsoldiers.&lt;br /&gt;
[[Image:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm NATO]]&lt;br /&gt;
[[File:TD2G36C.jpg|thumb|600px|none|A preview of the &amp;quot;G36C&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G28==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G28]] was introduced during the Coney Island expansion. The weapon fires slowly, but is one of more powerful weapons in the rifle class. &lt;br /&gt;
[[File:G28 standard.jpg|thumb|500px|none|Heckler &amp;amp; Koch G28 E2, standard version with RIS foregrip, Harris bipod, and weaponlight - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36V==&lt;br /&gt;
The full-size [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36V]] with a top rail appears in ''The Division 2'' as the &amp;quot;Military G36&amp;quot;.&lt;br /&gt;
[[Image:G36.jpg|thumb|500px|none|Heckler &amp;amp; Koch G36V (formerly G36E) with export optical sight - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 G36.JPG|thumb|none|600px|G36V]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KA4==&lt;br /&gt;
Returning from the previous game, the [[Heckler &amp;amp; Koch G36K|Heckler &amp;amp; Koch G36KA4]] with a STANAG magazine adapter returns as the &amp;quot;G36 Advanced&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Agent Alani Kelso uses a heavily customized G36KA4 as her rifle of choice, and its extensively used by higher-ranking Rikers riflemen.&lt;br /&gt;
&lt;br /&gt;
[[File:HK G36KA4 right.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36KA4 with EOTech EXPS3 holographic sight, tac light with clamp and Magpul AFG foregrip - 5.56x45mm]]&lt;br /&gt;
[[File:TD2HK243.jpg|thumb|none|600px|Preview of the &amp;quot;G36 Advanced&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Patriot Ordnance Factory P416==&lt;br /&gt;
The [[Patriot Ordnance Factory P416]] is the starting weapon of the player. The weapon has two variants. One is the &amp;quot;Military&amp;quot; and the other is the &amp;quot;P416 G3&amp;quot;. The Military variant uses the standard factory setup, while the G3 is based on the custom &amp;quot;NP3&amp;quot; variant released by POF.&lt;br /&gt;
&lt;br /&gt;
The military variant is used by Black Tusk grenadiers, civilian militia, and JTF guards. While the G3 variant is used by higher-level True Sons riflemen.&lt;br /&gt;
&lt;br /&gt;
[[Image:POF P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[File:P416.jpg|thumb|none|500px|Patriot Ordinance Factory P416 with 10.5 inch barrel and nickel-Teflon &amp;quot;NP3&amp;quot; treated upper and lower receiver - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 POF416 1.jpg|thumb|600px|none|Firing the POF P416 during one of the early missions.]]&lt;br /&gt;
[[Image:Division2 POF416.JPG|thumb|600px|none|Preview of the Military P416.]]&lt;br /&gt;
[[Image:DIVISION2 POF416 2.jpeg|thumb|600px|none|An SHD agent holding a P416 while listening to the mourning doves.]]&lt;br /&gt;
[[File:TD2P416NP3.jpg|thumb|600px|none|Preview of the P416 G3]]&lt;br /&gt;
[[Image:Division2 P416 G3 2.jpeg|thumb|600px|none|A Division agent holding a customized “P416 G3”.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR|ACR]] returns from the first game.&lt;br /&gt;
&lt;br /&gt;
The assault rifle variant is simply called the &amp;quot;ACR&amp;quot;, and is based on the military Remington ACR model that uses 5.56x45mm rounds. The second one is the &amp;quot;ACR-E&amp;quot;, the carbine variant.&lt;br /&gt;
&lt;br /&gt;
The rifle variant is known as the &amp;quot;ACR SS&amp;quot; and can only fire in single shots and is setup for the 7.62mm caliber, which means it either uses 7.62x39mm or .300 AAC Blackout rounds. While aftermarket parts for civilian ACRs do exist to allow them to use the two cartridges previously mentioned, the gun is clearly based on a military-issue ACR, which are not designed to use such cartridges, although a plausible in-universe explanation is that these are military surplus re-tooled with civilian parts. Alternatively Ubisoft may have simply neglected to use a new model since the ACR SS is lifted directly from the first game's standard ACR. Despite this however, NPCs armed with this weapon appear to be using the military variant as they're capable of firing this on full-auto.&lt;br /&gt;
&lt;br /&gt;
The Bushmaster ACR is sometimes used by civilian militia and standard Black Tusk riflemen, all of whom treat it like a standard assault rifle instead of a DMR. The Remington ACR is used by higher-level Black Tusk grenadiers.&lt;br /&gt;
&lt;br /&gt;
[[File:Rem ACR.jpg|thumb|none|500px|Remington ACR 2012 version with 14.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:ACR-E.jpg|thumb|none|500px|Remington ACR 2012 version with 10.5&amp;quot; barrel, tan finish, and 5-sided handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Bushmaster-acr-carbine.jpg|thumb|none|500px|Bushmaster ACR with fixed stock, MOE handguard, Magpul MBUS sights and PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 ACR.JPG|thumb|600px|none|The variant known as the &amp;quot;ACR SS&amp;quot; - it is clearly not the civilian version of the rifle, with the selector set to fully automatic. Also, this one uses 7.62 Magazine mods, but this is clearly the 5.56mm version.]]&lt;br /&gt;
[[File:TD2RemACR.jpg|thumb|600px|none|A preview of the &amp;quot;ACR&amp;quot;.]]&lt;br /&gt;
[[File:TD2RemACRE.jpg|thumb|600px|none|A preview of the &amp;quot;ACR-E&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 Bushmaster ACR 2.jpeg|thumb|600px|none|An &amp;quot;ACR SS&amp;quot; with ACOG and forward grip added.]]&lt;br /&gt;
&lt;br /&gt;
==SIG Sauer SIG716==&lt;br /&gt;
The [[SIG-Sauer 716 Series|SIG Sauer SIG716]] returns from the first game. It is no longer an exotic weapon, like the &amp;quot;Devil&amp;quot; and &amp;quot;Heel&amp;quot; were in the original game. It is classified as a rifle.&lt;br /&gt;
&lt;br /&gt;
The weapon has two variants, first is the standard &amp;quot;SIG 716&amp;quot;, which appears to be based on the &amp;quot;Precision Sniper&amp;quot; variant with a 20 inch barrel. The second is the &amp;quot;SIG 716 CQB&amp;quot;, where it uses an aftermarket Fortis Night Rail handguard and the shorter 16 inch barrel. The difference between the two is that the CQB variant has a higher rate of fire than the standard one, however it cannot use long handguard attachments and it cannot use barrel modifications, being stuck with a custom muzzle brake.&lt;br /&gt;
[[Image:SIG716 Patrol.jpg|thumb|none|500px|SIG Sauer SIG716 Patrol - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division SIG716.JPG|thumb|none|600px|Preview of the SIG 716.]]&lt;br /&gt;
[[File:TD2SIG716CQB.jpg|thumb|none|600px|Preview of the SIG 716 CQB.]]&lt;br /&gt;
[[Image:Division2 SIG 716 2.jpeg|thumb|none|600px|An agent holding a SIG 716 with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A==&lt;br /&gt;
The [[Springfield Armory M1A]] returns in the game as the &amp;quot;Classic M1A&amp;quot;. It holds 10 shots in 20-round magazines by default.&lt;br /&gt;
[[Image:SFA M1A.jpg|thumb|none|500px|Springfield Armory M1A - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M1A.jpg|thumb|none|600px|Preview of the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (1).jpg|thumb|none|600px|Reloading the M1A.]]&lt;br /&gt;
[[File:Division2 M1A (2).jpg|thumb|none|600px|Giving the charging handle an underhand tug.]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory M1A SOCOM 16==&lt;br /&gt;
The [[SOCOM 16]] appears in the game as the &amp;quot;SOCOM M1A&amp;quot;. A custom version equipped with a J. Allan Enterprises G3-100 chassis appears as the &amp;quot;M1A CQB&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The SOCOM variant is used by elite True Sons and Rikers snipers.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1A-Socom.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:M1A JAE-100.jpg|thumb|none|500px|Springfield Armory M1A SOCOM 16 in a JAE G3-100 Chassis - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 16.JPG|thumb|none|600px|Preview of the M1A SOCOM 16.]]&lt;br /&gt;
[[File:TD2JAE100G3M1A.jpg|thumb|none|601px|Preview of the &amp;quot;M1A CQB&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 M1A SOCOM 2.JPG|thumb|none|600px|An SHD agent with an M1A SOCOM 16.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG HBAR ==&lt;br /&gt;
A heavily customized [[Steyr AUG|Steyr AUG HBAR]] with the bi-pod removed and custom telescopic sight, appears as a unique exotic assault rifle named &amp;quot;Bighorn&amp;quot;. The weapon first appeared during the &amp;quot;Warlords of New York expansion&amp;quot;. The weapon has a unique ability where it can shoot fully automatic, but will turn into a rifle-type weapon and shoot in semi-auto when scoped in, also boosting damage by 450% to accommodate the lower RoF. The weapon can only be obtained by beating faction strongholds in &amp;quot;Legendary&amp;quot; difficulty, the highest difficulty setting currently available, making it prohibitively rare among players.&lt;br /&gt;
&lt;br /&gt;
[[File:Aug-hbar.jpg|thumb|none|500px|Steyr AUG HBAR - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 CQC==&lt;br /&gt;
In addition to the AUG A3 9mm XS, the [[Steyr AUG|Steyr AUG A3 CQC]] is one of the available primary weapons in the game and is one of the new additions.&lt;br /&gt;
[[Image:1.Steyr_AUG_A3.jpg|thumb|none|500px|Steyr AUG A3-CQC 18-inch barrel with Leupold CQ/T scope and Surefire M900 weaponlight foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:Division2 AUG A3 CQC.JPG|thumb|none|600px|Preview of the AUG A3-CQC.]]&lt;br /&gt;
[[Image:Division2 AUG A3 2.JPG|thumb|none|600px|An SHD agent holding an AUG A3-CQC.]]&lt;br /&gt;
&lt;br /&gt;
==War Sport LVOA-S==&lt;br /&gt;
The [[War Sport LVOA-S]] returns as the &amp;quot;LVOA-C&amp;quot;. It is now classified as a rifle (meaning that it is limited to semi-auto fire) and holds 30 rounds by default. The weapon features a green finish, Magpul UBR stock, MBUS Gen 2 sights and a Magpul PMAG.&lt;br /&gt;
&lt;br /&gt;
For some reason, a forward assist is not modeled on the weapon.&lt;br /&gt;
[[File:Lvoa-s 2.jpg|thumb|none|500px|War Sport LVOA-S - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 LVOA-S.jpeg|thumb|600px|none|Preview of the “LVOA-C”.  Much like the Lightweight M4: despite it being restricted to semi-auto, the gun's selector switch is set to fully automatic. Also note the lack of a forward assist, an odd design choice since other AR-15s in the game have them modeled on.]]&lt;br /&gt;
[[Image:Division2 LVOA-S 2.jpeg|thumb|600px|none|An SHD agent holds an “LVOA-C” with ACOG and forward grip.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1886==&lt;br /&gt;
The [[Winchester Model 1886]] appears as the &amp;quot;1886&amp;quot;.&lt;br /&gt;
[[File:Montewalshwinchester.jpg|thumb|500px|none|Winchester Model 1886 with a 22 inch barrel - .50-110 Win]]&lt;br /&gt;
[[File:TD2M1886.jpg|thumb|600px|none|A preview of the 1886.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==AA-12==&lt;br /&gt;
The [[AA-12]] returns from the first game as a common weapon drop as the &amp;quot;ACS-12,&amp;quot; the same name used by the AA-12 in Ubisoft's most recent titles. By default it comes with a 20-round drum magazine and is fully automatic.&lt;br /&gt;
&lt;br /&gt;
AA-12s are used by the Black Tusks, who for some reason see fit to issue it exclusively to their robotics engineers.&lt;br /&gt;
[[File:AA-12 CQB.jpg|thumb|500px|none|MPS Auto Assault-12 - 12 gauge]]&lt;br /&gt;
[[File:Division2 AA-12.JPG|thumb|none|600px|A preview of the A2-12. Note the strange black circles on the bolt; these aren't present on any real variant of the AA-12. The Tokyo Marui airsoft AA-12 does have black circles on its bolt (they serve as the hop-up adjustment dials), but those are smaller, further-forward, and present as a group of 3, so it's really not clear where this bolt design actually came from.]]&lt;br /&gt;
[[File:Division2 AA-12 2.jpeg|thumb|none|600px|A bored-looking Division agent holding his “ACS-12” with a vertical foregrip, evidently resenting the fact that he has to stand around in the hot sun while wearing a full suit of body armor.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M4==&lt;br /&gt;
The [[Benelli M4]] returns from the last game and appears ingame as the &amp;quot;Super 90&amp;quot;. A version with the normal pistol grip/solid stock, Surefire railed fore-end, and mariner finish appears as the &amp;quot;Marine Super 90&amp;quot;. A short-barreled version with an M1014-style collapsible stock and short barrel, which appears to be a civilian NFA variant with Salient Arms International upgrades and a railed fore-end, is called the &amp;quot;Tactical Super 90 SBS&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The standard Benelli M4 is used by True Sons scouts, while the &amp;quot;Marine Super 90&amp;quot; is a secondary weapon used by SHD Agent Kelso and by Hyena Engineers, who are taking hood life to the next level by ''gangster-firing a full-sized shotgun''.&lt;br /&gt;
[[Image:Benelli M4 TS.jpg|thumb|none|500px|Benelli M4 Super 90 with black synthetic fixed stock - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4.JPG|thumb|none|600px|Preview of the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:Division2 Benelli M4 2.JPG|thumb|none|600px|An SHD agent with the Benelli M4 Super 90.]]&lt;br /&gt;
[[Image:M4H20NP3.jpg|thumb|none|500px|Benelli M4 Super 90 in H20 NP3 mariner finish - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Benelli M4 mariner.JPG|thumb|none|600px|Preview of the &amp;quot;Marine Super 90&amp;quot;.]]&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge]]&lt;br /&gt;
[[Image:SAI Benelli M4.jpg|thumb|none|499px|Salient Arms International Benelli M4 - 12 gauge]]&lt;br /&gt;
[[File:TD2Super90NFA.jpg|thumb|none|600px|Preview of the &amp;quot;Tactical Super 90 SBS&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is a new shotgun, usable only in pump-action mode. It appears in both default and exotic variations. The standard SPAS-12 uses the folding stock and 22-inch barrel, but no other modifications available except for the magazine tube due to the lack of rails anywhere on the gun. There's a particularly interesting detail with the stock, in that it is folded when stowed on the agent's back, but is deployed when in use.  The other exotic variants are the &amp;quot;Lullaby&amp;quot; and &amp;quot;Sweet Dreams&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Sweet Dreams variant is an Outcast-customized variant that has a folding stock with the shell rack filled, vertical grip, and &amp;quot;stunner&amp;quot; under barrel attachment. The &amp;quot;Lullaby&amp;quot; (named so because of the previous owner's penchant for putting people to sleep with it by violent bludgeoning) was a pre-order bonus that is instantly available to the player (along with blueprints to make a high-level version for the end game) but is later available for purchase, where it sports a unique 18 inch short barrel, fixed stock with shell rack, reinforced grip on the pump, and reflex sight (that is supposedly broken due to the gun being used excessively as a blunt implement), along with a distinct Hyena aesthetic.). Both guns have a unique special effect, where a single melee attack with instantly kill a non-elite/robotic enemy (any infantry target that does not have a gold nameplate. This has no effect in PvP, however). The effect ignores all kinds of armor, health boosts, and personal shields, meaning that even if a non-elite enemy is using a ballistic shield and this was struck: so long as the melee attack connects, they're instantly killed.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Rikers heavy weapon soldiers, who are unique in that they fire slug rounds, instead of buckshot. This makes them particularly deadly, as the slugs allow them to engage enemies at longer ranges, whilst having the power of a shotgun.&lt;br /&gt;
&lt;br /&gt;
[[File:Franchi-SPAS12.jpg|thumb|500px|none|Franchi SPAS-12 with stock folded and butt-hook removed - 12 gauge]]&lt;br /&gt;
[[File:Franchi12.jpg|thumb|500px|none|Franchi SPAS-12 Short Barreled Version - 12 gauge]]&lt;br /&gt;
[[File:Spas12 fixed.jpg|thumb|500px|none|Franchi SPAS-12 with fixed stock - 12 gauge]]&lt;br /&gt;
[[File:TD2SPAS12.jpg|thumb|none|600px|A preview of the SPAS-12. For whatever reason, rails cannot be installed on the weapon, restricting modifications to just it's tubular magazine. To compensate however, the gun already powerful out of the box.]]&lt;br /&gt;
[[File:TD2SPAS12Extended.jpg|thumb|none|600px|A [https://en.wikipedia.org/wiki/United_States_Capitol_Police Capitol police officer]readies his SPAS-12 to apprehend the ruffians and ne'er-do-well around Washington with deadly force. When readied, the shotgun's stock if folded out. A TAC-50 is also stowed on his back, for those times when extra-deadly force is required.]]&lt;br /&gt;
[[File:TD2SPAS12Folded.jpg|thumb|none|600px|The SPAS-12 stowed on an agent's backpack, which shows the stock folded.]]&lt;br /&gt;
[[File:TD2SweetDreams.jpg|thumb|none|600px|A preivew of &amp;quot;Sweet Dreams&amp;quot;, the underbarrel attachment isn't a laser, but actually a &amp;quot;stunner&amp;quot; which is supposedly responsible for the weapon's effects and is a Hyena invention. We still don't know how a couple of mentally unstable doomsday cultists could fit in rails on a SPAS-12, but apparently a highly-trained government secret agency can't.]]&lt;br /&gt;
[[Image:DIVISION2 Lullaby 1.jpg|thumb|none|600px|Exotic shotgun &amp;quot;Lullaby&amp;quot;. This version has a less commonly seen fixed stock and shorter barrel. Additionally, despite using a shorter magazine tube: it still carries 8 rounds.]]&lt;br /&gt;
[[Image:Division2 SPAS-12.JPG|thumb|none|600px|An SHD agent holding &amp;quot;Lullaby&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Kel-Tec KSG==&lt;br /&gt;
The [[Kel-Tec KSG]] was introduced during the Conley College expedition update. The weapon is powerful and does not cycle between magazine tubes, treating the two as one large 12-round magazine.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Black Tusk scouts as their weapon while charging their targets.&lt;br /&gt;
&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|500px|Kel-Tec KSG Gen 1 with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
== Saiga 12 ==&lt;br /&gt;
The [[Saiga 12]] returns, and retains the Ubisoft &amp;quot;SASG-12&amp;quot; moniker, which is becoming better known now as the &amp;quot;Sausage-12&amp;quot; shotgun among the community of Ubisoft shooters. It has another variant called the &amp;quot;Tactical SASG-12&amp;quot; variant which is a traditional Saiga-12K setup with an AK-style polymer fixed stock, pistol grip, and railed forend.  The last is the &amp;quot;Black Market SASG-12&amp;quot;, which uses an aftermarket quad rail handguard, shortened barrel, and Galil-style stock.&lt;br /&gt;
&lt;br /&gt;
The Tactical variant is used by higher-level True Sons scouts, while the standard variant is used by named Hyena engineers.&lt;br /&gt;
[[File:Saiga12new.jpg|thumb|none|500px|Saiga 12 - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Saiga-12.JPG|thumb|none|600px|Preview of the Saiga.]]&lt;br /&gt;
[[File:TD2HyenaSaiga12.jpg|thumb|none|600px|A Hyena engineer with a Saiga 12.]]&lt;br /&gt;
[[Image:Division2 Saiga-12 3.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 tactical saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Tactical SASG-12&amp;quot;.]]&lt;br /&gt;
[[File:TD2TrueSonsSaiga12T.jpeg|thumb|none|600px|A True Sons scout with a Tactical Saiga 12.]]&lt;br /&gt;
[[Image:Division2 black market saiga.JPG|thumb|none|600px|Preview of the Saiga variant &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
[[Image:Division2 black market saiga 2.JPG|thumb|none|600px|A Division agent holding a &amp;quot;Black Market SASG-12&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Side by Side Double Barreled Shotgun==&lt;br /&gt;
A side by side double barreled shotgun based on a [[12 Gauge Double Barreled Shotgun|L.C. Smith Double Barreled Shotgun]] is available in the game as the &amp;quot;Double Barrel Shotgun&amp;quot;. A sawed-off variant appears as the &amp;quot;Double Barrel Sawed Off&amp;quot;, but is classified as a sidearm.&lt;br /&gt;
&lt;br /&gt;
The full-sized version is used by lower-level Outcast Engineers, while the civilian militia uses both variants. True Sons scouts also have a DBL slung behind them, alongside their primary shotgun, although they never actually use it and is just for aesthetics.&lt;br /&gt;
[[File:L.C. Smith 12-Gauge Shotgun.jpg|thumb|none|500px|L.C. Smith shotgun - 12 gauge]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun 2.JPG|thumb|none|600px|Detail of the Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 double barrel shotgun.JPG|thumb|none|600px|A shy Division agent hides her face but not her Double Barrel Shotgun.]]&lt;br /&gt;
[[Image:Division2 Double Barrel Sawed Off.JPG|thumb|none|600px|Detail of the Double Barrel Sawed Off.]]&lt;br /&gt;
[[Image:Division2 sawed off double barrel 2.JPG|thumb|none|600px|An SHD shows off his sawed off double barrel shotgun to an unimpressed deer.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] appears in 3 variants: the &amp;quot;Military M870&amp;quot;, &amp;quot;Custom M870&amp;quot;, and the &amp;quot;M870 Express&amp;quot;, which are a Remington 870 Express Tactical, a tactical with an M4-style stock, pistol grip and heatshield, and a Remington 870 Express Field Gun respectively.&lt;br /&gt;
&lt;br /&gt;
The Express variant is commonly used by the JTF, civilian militia, and True Sons engineers. The Military version is used by True Sons heavy veterans, who will switch to it in a fit of rage if his Mark 14's ammo box on his person is destroyed, and higher-level Outcast Engineers.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington870Fieldgun.jpg|thumb|none|500px|Remington 870 Express Field Gun with raised barrel ribbing and 28&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|thumb|none|500px|Remington 870 Express Tactical - 12 gauge]]&lt;br /&gt;
[[Image:Division2 Remington 870 2.JPG|thumb|none|600px|A Division agent mistakes his standard 870 for a slug gun, throwing on a powerful scope.]]&lt;br /&gt;
[[File:Division2 870 (1).jpg|thumb|none|600px|Another agent reloads his vanilla 870.]]&lt;br /&gt;
[[Image:Division2 Remington Express Tactical.JPG|thumb|none|600px|A preview of the Remington 870 Express Tactical.]]&lt;br /&gt;
[[Image:Division2 Remington 870 Express Tactical 2.jpeg|thumb|none|600px|A “Military 870” with the slide back as an agent reloads it.]]&lt;br /&gt;
[[File:TD2TrueSonsM870Mil.jpeg|thumb|none|600px|Slightly miffed by the loss of his grenade launcher and vest: a True Sons heavy veteran charges forward with his shotgun and plentiful expletives on hand.]]&lt;br /&gt;
[[File:TD2M870C.jpg|thumb|none|600px|A preview of the M870 Custom.]]&lt;br /&gt;
[[Image:Division2 custom 870 2.JPG|thumb|none|600px|An SHD agent with the &amp;quot;Custom M870&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Enfield L86A2==&lt;br /&gt;
The [[L86A2]] appears in game as the &amp;quot;Military L86 LSW&amp;quot;. Another variant, called the &amp;quot;Custom L86 A2&amp;quot;, sports the Daniel Defense railed forend and loads from Magpul EMags.&lt;br /&gt;
[[File:L86A2.jpg|thumb|none|500px|L86A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 L86A2.JPG|thumb|none|600px|Preview of the L86A2.]]&lt;br /&gt;
[[Image:Division2 custom L86.JPG|thumb|none|600px|Preview of the &amp;quot;Custom L86 A2&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249-E2 SAW ==&lt;br /&gt;
The [[M249|M249-E2]] appears in game as the &amp;quot;M249 B&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
A custom Outcast variant called &amp;quot;Pestilence&amp;quot; is available, where much of the furniture appears to have been replaced with brown polymer parts and copious amounts of bandages and now sports a rustic metallic silver finish. Additionally it is so far the only LMG in the game to feature the bi-pod still attached (albeit unusable) and still retains the M249's original heat shield. The weapon has a special debuff where shooting deals 100% of it's damage continuously over a period of 10 seconds and stacks upto 50 times. If a debuffed target dies, the debuff spreads around to nearby enemies within a 25m raidus.&lt;br /&gt;
&lt;br /&gt;
The weapon is occasionally used by civilian militia.&lt;br /&gt;
[[Image:Fn_m249saw_mk2_10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:Division2 M249-E2.JPG|thumb|none|600px|FN M249-E2 SAW as it appears in game.]]&lt;br /&gt;
[[File:TD2Pestilence.jpg|thumb|none|600px|The &amp;quot;Pestilence&amp;quot; as it appears in game. We're pretty sure using this as an SHD agent constitutes as a warcrime.]]&lt;br /&gt;
&lt;br /&gt;
== FN M249 Para ==&lt;br /&gt;
The [[M249|M249-Paratrooper]] appears as the &amp;quot;Tactical M249 Para&amp;quot;. The weapon comes with the US Army's RFI improvements installed, although it still uses the old collapsible stock of the original para, instead of the telescoping stock based on the M4's. &lt;br /&gt;
&lt;br /&gt;
It also uses the longer 21 inch barrels of standard M249s rather than the shorter 18 inch barrels used by Paratrooper variants.&lt;br /&gt;
&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|500px|M249 Paratrooper with an ACOG scope, Picatinny rail, RIS handguard, and 100-round drum - 5.56x45mm]]&lt;br /&gt;
[[File:TD2M249Para.jpg|thumb|none|600px|Preview of the Tactical M249 Para.]]&lt;br /&gt;
&lt;br /&gt;
== FN Mk 46 Mod 0 ==&lt;br /&gt;
The [[M249|Mk 46 Mod 0]] returns as the &amp;quot;Military Mk 46&amp;quot;. It uses an M4-style telescoping stock instead of the plastic fixed stock of the M249.&lt;br /&gt;
&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|500px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[File:TD2MK46.jpg|thumb|none|600px|A preview of the Military Mk 46]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MG5==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MG5]] appears as the &amp;quot;MG5&amp;quot; and &amp;quot;Infantry MG5&amp;quot;. The weapon possesses a high rate of fire, but limited by its 50-round cloth pouch and longer reloading time of belt-fed LMGs. The MG5 is the universal variant, while the Infantry MG5 is based on the lighter MG5 A2.&lt;br /&gt;
&lt;br /&gt;
The standard MG5 is used by Hyena heavy armored soldiers, where they are fed from a backpack-mounted box that allows them to fire for long periods without reloading. This is also a weakpoint, as destroying the box or the exposed belt will force them to reload the gun. A custom MG5 with an abnormally long barrel is also used as the main weapon of Black Tusk Unmanned Ground Vehicles.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk121.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 general-purpose machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|500px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 MG5.JPG|thumb|none|600px|Preview of the MG5]]&lt;br /&gt;
[[File:TD2MG5A2.jpg|thumb|none|600px|Preview of the Infantry MG5]]&lt;br /&gt;
[[File:TD2HyenaMG5.jpg|thumb|none|600px|A Hyena heavy in the bounty selection screen, posing with his backpack-fed MG5.]]&lt;br /&gt;
[[File:TD2BlackTuskMG5UGV.jpeg|thumb|none|601px|A Black Tusk UGV with it's MG5 prominently displayed.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Negev==&lt;br /&gt;
The [[IMI Negev]] was introduced in the Warlords of New York expansion. Unlike all other machine guns (except the Pestilence exotic), it still has the bi-pod attached, albeit unusable.&lt;br /&gt;
&lt;br /&gt;
[[File:NegevLMG.jpg|thumb|none|450px|IMI Negev with 150-round cloth ammo bag - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament LAMG==&lt;br /&gt;
The [[Knight's Armament LMG|KAC LAMG]] appears as the &amp;quot;Stoner LAMG&amp;quot;. It was added in an update in July 2019. It has a 200-round capacity and the QDC Flash Suppressor cannot be removed or changed.&lt;br /&gt;
[[File:KAC LAMG.jpg|thumb|none|450px|KAC LAMG (Light Assault Machine Gun) - 5.56x45mm NATO]]&lt;br /&gt;
[[File:DIVISION2 Stoner 2.jpg|thumb|none|600px|Knight's Armament LAMG with Magpul foregrip, QDC flash suppressor, Kobra red dot sight and two-tone finish.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 3.jpg|thumb|none|600px|Testing the new LAMG with ''tactical'' watermelon camouflage at the White House shooting range.]]&lt;br /&gt;
[[File:DIVISION2 Stoner 1.jpg|thumb|none|600px|Reloading the LAMG. The position of the red dot sight would make opening the feed cover impossible in real life. In-game, the cover clips through the attached sight with no issues.]]&lt;br /&gt;
&lt;br /&gt;
== M60 Machine Gun ==&lt;br /&gt;
An original [[M60 Machine Gun]] appears in the game as the &amp;quot;Classic M60&amp;quot;. The weapon's integral bi-pod has been removed and also has several rails affixed to the weapon to allow a variety of attachments.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by True Sons gunners and civilian militia.&lt;br /&gt;
[[Image:M60GPMG.jpg|thumb|none|500px|M60 machine gun with bipod folded - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Division2 M60.JPG|thumb|none|600px|The M60 in game. Note that it has the modern railed top cover by default. Additionally, in true [[Rambo|John Rambo]] fashion: the weapon does not have an box affixed to house the ammo belt, instead having the 100-round capacity represented by the somewhat short belt that likely would no contain more than 30 rounds.]]&lt;br /&gt;
[[Image:Division2 M60 2.JPG|thumb|none|600px|A Division agent holds the M60.]]&lt;br /&gt;
[[File:TD2TrueSonsM60.jpg|thumb|none|600px|A True Sons heavy gunner goes prone as he prepares to fire his M60, and probably laments the lack of a bipod to deploy it properly.]]&lt;br /&gt;
&lt;br /&gt;
== M60E4/M60E6 ==&lt;br /&gt;
The [[M60 Machine Gun|M60E4]] returns as the &amp;quot;Military M60 E4&amp;quot; and the improved M60E6 variant as the &amp;quot;Black Market M60 E6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The military E4 variant is extensively used by higher-level True Sons gunners.&lt;br /&gt;
&lt;br /&gt;
[[File:M60E4-mk43.jpg|thumb|none|500px|M60E4 Mk 43 Mod 1 machine gun with RIS foregrip and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E4.jpg|thumb|none|600px|Preview of the &amp;quot;Military M60 E4&amp;quot;]]&lt;br /&gt;
[[File:TD2TrueSonsM60E4.jpeg|thumb|none|600px|A veteran True Sons gunner holding his M60E4.]]&lt;br /&gt;
[[File:M60E6.jpg|thumb|none|500px|M60E6 machine gun with ELCAN scope - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TD2M60E6.jpg|thumb|none|600px|A preview of the &amp;quot;Black Market M60 E6&amp;quot;. Note that it still has the Mk 43 style pistol grip compared to the reference image.]]&lt;br /&gt;
&lt;br /&gt;
== RPK-74 ==&lt;br /&gt;
The [[RPK-74]] is available in game as the &amp;quot;Classic RPK-74&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Soviet RPK-74.jpg|thumb|none|500px|RPK-74 light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[Image:Division2 RPK-74.JPG|thumb|none|600px|RPK-74]]&lt;br /&gt;
&lt;br /&gt;
== Izhmash RPK-74M ==&lt;br /&gt;
The military-spec variant of the [[RPK-74|RPK-74M]] returns as the &amp;quot;Military RPK-74 M&amp;quot;. Unlike in the previous game, it now has a short underside rail that allows for a handguard attachment. A heavily customized version with a slew of aftermarket parts and a casket magazine also appears called the &amp;quot;Black Market RPK-74M&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The weapon is used by Outcast gunners. Rogue Division agent and new Rikers commander: James Dragov, uses a heavily customized RPK-74M as his weapon of choice. Being an absolute unit, Dragov fires his RPK ''one-handed'' while holding a heavy ballistic shield.&lt;br /&gt;
[[Image:Rpk74m.jpg|thumb|none|500px|RPK-74M light machine gun with 45-round box magazine - 5.45x39mm]]&lt;br /&gt;
[[File:TD2RPK74M.jpg|thumb|none|600px|A preview of the Military RPK-74]]&lt;br /&gt;
[[File:TD2OutcastRPK74M.jpeg|thumb|none|600px|An Outcast gunner with his RPK-74M]]&lt;br /&gt;
[[File:TD2BMRPK74M.jpg|thumb|none|600px|A preview of the Black Market RPK-74]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
&lt;br /&gt;
== Accuracy International AX338 ==&lt;br /&gt;
A heavily customized [[Accuracy International AX rifle series|Accuracy International AX338]] appears as the &amp;quot;Nemesis&amp;quot;, a unique exotic-tier sniper rifle made by a Black Tusk sniper named &amp;quot;Puck&amp;quot; (although she herself never actually uses the weapon when she is encountered). The weapon has a unique mechanic where the weapon will deal anywhere between 0-100% damage, depending on how long the shooter &amp;quot;charges&amp;quot; the weapon before firing a shot.&lt;br /&gt;
&lt;br /&gt;
[[File:AX338.jpg|thumb|450px|none|Accuracy International AX338 with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2Nemesis.jpg|thumb|600px|none|A preview of the &amp;quot;Nemesis&amp;quot;. At one point in the game, it completely outclassed the TAC-50 due to doing ''more'' damage and having infinitely easier access to spare ammunition, before later patches buffed the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Tactical Arms Stealth Recon Scout ==&lt;br /&gt;
Both the covert and the standard A1 variant of the [[Desert Tactical Arms Stealth Recon Scout|DTA Stealth Recon Scout]] return.&lt;br /&gt;
&lt;br /&gt;
The A1 variant is used by Black Tusk snipers.&lt;br /&gt;
[[File:COVERT-RIGHT-PROFILE-BLK-FDE.jpg|thumb|450px|none|Desert Tactical Arms Stealth Recon Scout A1 Covert - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:SRS_A1.jpg|thumb|none|450px|DTA Stealth Recon Scout with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[File:TD2SRSC.jpg|thumb|600px|none|A preview of the SRS Covert]]&lt;br /&gt;
[[File:TD2SRSA1.jpg|thumb|600px|none|A preview of the SRS A1]]&lt;br /&gt;
[[image:Division2 DTA Stealth Recon Scout 2.JPG|thumb|600px|none|An SHD agent holding the DTA Stealth Recon Scout.]]&lt;br /&gt;
&lt;br /&gt;
==DSR-1==&lt;br /&gt;
The [[DSR-1]] is a new addition to the SHD's arsenal. Referred to as the &amp;quot;SR-1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by elite Rikers squad leaders, who may switch to it when encountered at long range, but will switch to their customized P90s up close.&lt;br /&gt;
[[Image:Dsr1.jpg|thumb|500px|none|DSR-1 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:DIVISION2 DSR1 1.jpg|thumb|600px|none|A suppressed DRS-1 rifle.]]&lt;br /&gt;
&lt;br /&gt;
== McMillan TAC-50 ==&lt;br /&gt;
One of the new &amp;quot;Signature Weapons&amp;quot; introduced in the sequel, the [[McMillan TAC-50]] is the signature weapon of the Sharpshooter class and can be equipped once the specialization is acquired. It is housed in a Cadex stock, similar to the one added to ''[[Ghost Recon: Wildlands]]''.&lt;br /&gt;
&lt;br /&gt;
The weapon has very limited ammunition, a total of 8 shots (although ammo can be obtained through several headshot kills). Whilst at first glance it is the weakest of the single-shot signature weapons: the TAC-50 is a long-range hitscan weapon (making it harder to dodge), and has a base headshot multiplier of 200%, allowing it to potentially out-damage other signature weapons through consistent headshots.&lt;br /&gt;
&lt;br /&gt;
[[File:TAC-50 Cadex.jpg|thumb|none|500px|McMillan TAC-50 in a Cadex Dual Strike chassis - .50 BMG]]&lt;br /&gt;
[[File:TD2TAC50Inv.jpg|thumb|600px|none|Preview of the TAC-50. While it can be viewed in the mod screen, it cannot be customized so far.]]&lt;br /&gt;
[[File:TD2TAC50.jpg|thumb|600px|none|Gearing up for darker times ahead, a Division agent inspects his new anti-tank rifle. We'd call it anti-materiel, but the majority of the enemies this thing would be used against are pretty much tanks in their own right.]]&lt;br /&gt;
[[Image:DIVISION2 TAC50 1.jpg|thumb|600px|none|An end game-ready character about to attempt an Invaded mission. She's gonna need the stopping power of the TAC-50.]]&lt;br /&gt;
&lt;br /&gt;
== Mosin Nagant M44 Carbine ==&lt;br /&gt;
The [[Mosin Nagant|Mosin Nagant M44 Carbine]] returns as the &amp;quot;Classic M44 Carbine&amp;quot;. A sportized  version with a grey carbon stock appears as the &amp;quot;Hunting M44 Carbine&amp;quot;.  A further modified version fitted in an Archangel stock makes an appearance as the &amp;quot;Custom M44 Carbine&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Image:M44Carbine.jpg||thumb|none|500px|Mosin Nagant M44 Carbine with sidefolding bayonet - 7.62x54mmR]]&lt;br /&gt;
[[Image:Mosin Nagant Archangel.jpg||thumb|none|500px|Mosin Nagant &amp;quot;Archangel&amp;quot; with 10-round detachable magazine - 7.62x54mmR]]&lt;br /&gt;
[[Image:Division2 Mosin Nagant.JPG|thumb|none|600px|Preview of the classic M44 Mosin.]]&lt;br /&gt;
[[File:TD2M44SportC.jpg|thumb|none|600px|Preview of the Hunting M44 Carbine, with attached ACOG, vertical grip, and suppressor. You can almost hear the gun purists frothing with rage.]]&lt;br /&gt;
[[Image:Division2 custom m44.JPG|thumb|none|600px|Preview of the custom M44.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 ==&lt;br /&gt;
The [[Remington 700]] returns in the sequel with 3 versions. The &amp;quot;M700&amp;quot; has a wooden walnut stock, the &amp;quot;M700 Tactical&amp;quot; variant has a McMillan A5 stock, and the &amp;quot;M700 Carbon&amp;quot; variant  is fitted with a XLR Tactical Buttstock and Carbon Chassis. &lt;br /&gt;
&lt;br /&gt;
The standard variant is used by standard True Sons snipers.&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|500px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Division2 Remington 700.JPG|thumb|none|600px|Preview of the Remington 700.]]&lt;br /&gt;
[[Image:Division2 Remington 700 2.JPG|thumb|none|600px|A Division agent with a Remington 700.]]&lt;br /&gt;
[[File:TD2TSonsM700.jpg|thumb|none|600px|A True Sons bounty target posing with her M700, sans scope (as the bounty preview screen does not include weapon attachments, for some reason).]]&lt;br /&gt;
[[File:TD2M700Tac.jpg|thumb|none|600px|Preview of the Remington 700 Tactical.]]&lt;br /&gt;
[[Image:Division2 Reminton 700 McMillan A5 2.JPG|thumb|none|600px|A Division agent with an &amp;quot;M700 Tactical&amp;quot;.]]&lt;br /&gt;
[[File:TD2M700Crb.jpg|thumb|none|600px|Preview of the Remington 700 Carbon.]]&lt;br /&gt;
&lt;br /&gt;
==SVD==&lt;br /&gt;
The [[SVD]] appears in The Division 2 and has two versions. The first one is the &amp;quot;Surplus&amp;quot; variant, which is fitted with the all-wooden furniture of military SVDs. The second one is the &amp;quot;paratrooper&amp;quot; variant, which is actually the &amp;quot;Tiger&amp;quot; version made by Izhmash for the civilian export market. Despite the naming, both variants use abnormally short barrels that they appear to be un-bullpuped [[SVU]]s than actual SVDs, an artifact of the ''Far Cry3/4'' SVD model.&lt;br /&gt;
&lt;br /&gt;
The Surplus variant is used by Hyena snipers, who are most probably the most OG of gangsters in DC as they are capable of ''firing a 5kg DMR loaded with 7.62x54mm rounds, gangster style.'' &lt;br /&gt;
[[Image:SVD_Rifle.jpg‎|thumb|none|500px|SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:SVD-TigerCarbine.jpg|thumb|none|500px|The &amp;quot;Tiger Carbine&amp;quot; SVD - 7.62x54mmR]]&lt;br /&gt;
[[File:Svu-a 2.jpg|thumb|none|500px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[File:TD2SVD.jpg|thumb|none|600px|Preview of the &amp;quot;Surplus SVD&amp;quot;. Note that there's barely any distance between the gas block and the muzzle.]]&lt;br /&gt;
[[Image:Division2 SVD 2.jpeg|thumb|none|600px|An SHD agent contemplates using his SVD on those pesky bugs.]]&lt;br /&gt;
[[File:TD2HyenaSVD.jpg|thumb|none|600px|A Hyena bounty target posing with her SVD, sans scope.]]&lt;br /&gt;
[[File:TD2SVDTC.jpg|thumb|none|600px|Preview of the &amp;quot;Paratrooper SVD&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
== Carl Gustav M3 ==&lt;br /&gt;
The [[Carl Gustav M3]] rocket launcher is used by True Sons, being the main weapon of their anti-tank troops.&lt;br /&gt;
&lt;br /&gt;
The weapon is also used by General Antwon Ridgeway, JTF mutineer and True Sons commanding officer, during his final stand against the Division.&lt;br /&gt;
[[File:CarlGustavM3.jpg|thumb|none|450px|Carl Gustav M3 - 84x246mmR]]&lt;br /&gt;
[[File:DIVISION2 CarlG 1.jpg|thumb|none|600px|A Carl Gustav M3 on the back of a dead True Sons &amp;quot;grenadier&amp;quot;. Note how his bag is full of red-painted [[RPG-7]] rockets, which is probably why he's lying face-down on the floor without a pulse.]]&lt;br /&gt;
[[File:TD2CGM3.jpg|thumb|none|601px|A True Sons bounty target posing with her Carl Gustav M3 launcher.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Chem Launcher&amp;quot; (H&amp;amp;K GLM)==&lt;br /&gt;
The &amp;quot;Chem Launcher&amp;quot; is a compact, break-action single-shot grenade launcher heavily based on the [[Heckler &amp;amp; Koch AG grenade launcher series#GLM|Heckler &amp;amp; Koch GLM]]. It can fire flammable chemicals, sticky foam, corrosive chemicals that eat away enemy armor, or repairing nanobots.&lt;br /&gt;
[[File:H&amp;amp;K GLM standalone.jpg|thumb|450px|none|Heckler &amp;amp; Koch GLM - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Chem 1.jpg|thumb|600px|none|The Firestarter variant of the &amp;quot;Chem Launcher&amp;quot;, configured to fire flammable chemicals. It's likely the only weapon in the game that has the safety on. Also, it would be rather dangerous to use this without a handstop.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch P2A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P2A1 Flare Pistol]] returns as the flaregun of choice for Division agents, which is received a few missions into the game. Along with being able to call for extraction choppers while inside the &amp;quot;Dark Zones&amp;quot;, which inhibit radio communications while inside; it can also be used while attacking faction control points during free roam, which will summon friendly reinforcements, but will also alert nearby enemies.&lt;br /&gt;
&lt;br /&gt;
[[File:H&amp;amp;K P2A1.JPG|350px|thumb|none|Heckler &amp;amp; Koch P2A1 Flare Pistol - 26.5mm]]&lt;br /&gt;
[[File:DIVISION2 Flare 1.jpg|thumb|none|600px|A Division agent uses her P2A1 flare gun to call in a chopper in DZ East.]]&lt;br /&gt;
&lt;br /&gt;
== Milkor Mark 14 ==&lt;br /&gt;
The [[Milkor MGL#Mark 14 / M32A1|Milkor Mark 14 MGL]] returns from the previous game, though it is now available as the signature weapon of the Demo class. The game specifically refers to it as the M32A1 MSGL, which is the partly correct designation used by the US Marines. It fires M406 HE grenades.&lt;br /&gt;
&lt;br /&gt;
The weapon is used by a variety of enemies, namely Hyena grenadiers (who apparently obtained them through the anonymous sponsorship of the Black Tusks), True Sons heavy armored veterans, and Black Tusk grenadiers who can also fire incendiary airburst rounds along with HE grenades. Its also the weapon of &amp;quot;Wyvern&amp;quot;, an elite Black Tusk officer in their Tidal Basin stronghold, who will mercilessly bombard players with machine precision.&lt;br /&gt;
&lt;br /&gt;
[[File:Milkor Mark 14.jpg|thumb|none|450px|Milkor Mark 14 in desert tan finish fitted with Vltor MOD stock and Armson OEG reflex sight - 40x46mm]]&lt;br /&gt;
[[File:DIVISION2 Mk14 1.jpg|thumb|600px|none|A dropped Mark 14 grenade launcher previously used by a Hyena grenadier.]]&lt;br /&gt;
[[File:TD2TrueSonsMk14.jpeg|thumb|600px|none|A True Sons heavy veteran with a Mark 14. Its a miracle how these units are even able to accurately use a grenade launcher given most of their peripheral vision is blocked by their oversized neck guards.]]&lt;br /&gt;
[[File:TD2M32A1.jpg|thumb|600px|none|Checking out the new arsenal available to him, a Division agent inspects a Mark 14 grenade launcher while swinging out the empty cylinder.]]&lt;br /&gt;
[[File:TD2M32A1Inv.jpg|thumb|600px|none|The Mark 14 in the inventory view. Unlike the ones used by NPCs: this is colored black and appears to have some slot machine decals written on the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
== M224 Mortar ==&lt;br /&gt;
The True Sons make use of [[M224 Mortar]]s during the Jefferson Plaza and US Capitol missions, although they once used it to bombard a civilian settlement with toxic gas in retaliation to their continued attacks against the Sons. The weapon is incredibly powerful, but it's splash area can be briefly seen before impact as red circles on the ground and can be stopped by killing the crewman operating the weapon (atleast during the Jefferson Plaza mission).&lt;br /&gt;
&lt;br /&gt;
Some M224s can also be seen in the Theater settlement after certain upgrades are unlocked, although they are never actually used.&lt;br /&gt;
&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
[[File:TD2M224.jpg|thumb|none|600px|A battery of M224 Mortars being tended to by the militia of the Theater settlement.]]&lt;br /&gt;
&lt;br /&gt;
==UGV Grenade Launcher==&lt;br /&gt;
Alongside the MG5, Black Tusk Unmanned Ground Vehicles also have a 4-barreled array of grenade launchers to flush out enemies in cover. They appear to be based on the US army's M243 smoke grenade launchers, except these launch fragmentation grenades instead and the barrels are aligned in a 90-degree angle to allow accurate bombardments. &lt;br /&gt;
&lt;br /&gt;
As a drawback however, the drone itself is not capable of using the weapon. A Black Tusk drone operator needs to remotely take over the UGV and use the grenade launchers himself (which also leaves him open for an ambush if flanked).&lt;br /&gt;
&lt;br /&gt;
[[File:TD2UGVLaunchers.jpeg|thumb|none|601px|A Black Tusk UGV with it's quad-grenade launchers.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 Frag==&lt;br /&gt;
The [[M26 frag grenade]] appears as the &amp;quot;Concussion Grenade&amp;quot;.  It is the default grenade available from the start and deals a high amount of damage, but has a small blast radius of only 3 meters.&lt;br /&gt;
[[Image:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
&lt;br /&gt;
==Fragmentation Grenade==&lt;br /&gt;
An odd-looking grenade that appears to be a mix of the [[Mk 2 hand grenade]] and the [[Mills Bomb]] appears as the &amp;quot;Fragmentation Grenade&amp;quot; and is exclusive to the Demolition specialization. The weapon has a lower damage rating than the standard concussion grenade, but has a wider blast zone of 5 meters and inflicts bleeding status to compensate.&lt;br /&gt;
&lt;br /&gt;
[[File:MK2 grenade DoD.jpg|thumb|none|150px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:MillsNo5MkI.jpg|thumb|none|150px|No. 5 Mk. I &amp;quot;Mills Bomb&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
The [[M84 stun grenade]] is the usable less-than-lethal grenade in the game, although its exclusive to the Sharpshooter specialization and unlocked by investing points in the appropriate skill. The weapon has a stun radius of 7m.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 stun grenade]]&lt;br /&gt;
&lt;br /&gt;
==M7290 Flashbang==&lt;br /&gt;
The [[Model 7290 flashbang grenade]] is seen on the belts of certain True Sons soldiers.&lt;br /&gt;
[[Image:Model 7290.jpg|thumb|none|150px|Model 7290 flashbang grenade]]&lt;br /&gt;
[[Image:DIVISION2 7290.jpg|thumb|none|600px|Two M7290 flashbang grenades clipping through a True Son's t-shirt.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
[[M18 smoke grenade]]s of varying colors are attached to Hyena and certain player tactical vests. They are sometimes used by Hyena named characters, who will toss them at players to disorient them with smoke clouds.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:TD2M18Player.jpeg|none|thumb|600px|A yellow M18 smoke grenade attached to a grizzled Capitol Police Officer's &amp;quot;Appleton&amp;quot; armored vest.]]&lt;br /&gt;
[[File:TD2M18Hyena.jpeg|none|thumb|600px|Green and red M18 smoke grenades attached to a dead Hyena's stolen tactical vest. Due to an oversight, the grenades still indicate the color is yellow, despite coloring on the grenades say otherwise.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==Browning M2==&lt;br /&gt;
An NPC exclusive weapon. A custom M2 HMG with it's barrel cut short and full-auto capabilities removed is used by the Hyenas for their sniper turrets. The weapon no longer feeds from the traditional belt, and instead single shots are loaded into the chamber using a small automated loading platform, which can be shot for a brief moment that would force the turret to stop firing, until it is repaired by a Hyena engineer.&lt;br /&gt;
&lt;br /&gt;
Heavy weapon specialists of the Rikers have the ability of deploying an [[Browning M2]] HMG with a forward-facing ballistic shield in front. It is not automated, so someone must man the turret to fire, which potentially makes them vulnerable. Despite it's crude nature, it cannot be used by players, and will self-destruct if all Rikers in the area are dead, if an agent comes too close to one.&lt;br /&gt;
&lt;br /&gt;
[[File:BrowningM2HB.jpg|thumb|none|500px|Browning M2HB - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
The [[Dillon Aero M134 Minigun]] is mounted at various checkpoints and control points and can be used by the player, along with enemy and friendly NPCs. Unlike in [[Ghost Recon Wildlands]], the gun is now correctly depicted with it feeding from an ammo belt and powered by a portable power source (which appears to be jury-rigged car batteries). The weapon does decent damage and has a blistering rate of fire, along with having minimal recoil, but as a balancing measure: the gun overheats if fired continuously for too long and has to cool down before being able to fire again.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;portable version&amp;quot; similar to the one used in [[Terminator 2: Judgment Day]] by Arnold Schwarzenegger, is used by Black Tusk heavy armored soldiers, who are not only able to carry around a portable power source, thousands of rounds in ammunition, and heavy bulletproof armor that would put EOD armor to shame, but are also capable of using it as a blunt implement in close combat with lethal results. However, the gun's weakpoint is it's external ammo belt. By destroying it, the heavy will stop shooting and will be forced to reload his gun, which takes a considerable amount of time.  As of the &amp;quot;Warlords of New York&amp;quot; expansion, the Black Tusks have outfitted some of their Warhound walkers to carry M134 miniguns, instead of their usual railgun. &lt;br /&gt;
&lt;br /&gt;
A later patch included a portable M134 Minigun that could be used by players under the &amp;quot;Gunner&amp;quot; specialization.&lt;br /&gt;
&lt;br /&gt;
A Rikers-controlled derelict M1200 APC that's situated in their main base in Wall Street is also armed with a remote-operated M134 mounted on a turret. As its no longer mobile, the APC functions as an armored pillbox instead. It can only be destroyed by shooting at specific weakpoints on the APC. &lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|500px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Minigun 2.JPG|thumb|none|500px|An Airsoft handheld M134 for reference. The one used by the Black Tusks are noticeably bulkier, however.]]&lt;br /&gt;
[[Image:DIVISION2 M134 1.jpg|thumb|600px|none|A minigun turret at a True Sons base. This is a very useful tool for mowing down elites or named enemies.]]&lt;br /&gt;
[[File:TD2M134Front.jpeg|thumb|600px|none|A USCPD officer and a civilian militiaman inspect an M134 after taking over an enemy strongpoint. ]]&lt;br /&gt;
[[File:TD2M134rear.jpeg|thumb|600px|none|The rear of an M134. The ammo box and power source can be seen on the ground.]]&lt;br /&gt;
[[File:TDBTM134.jpg|thumb|600px|none|A Black Tusk heavy in the bounty selection screen, posing with his portable M134. Unlike Arnie, they are inclined to cause as many casualties as possible, rather than avoid it.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The True Sons have a salvaged [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] autocannon mounted on the top of the steps of the US Capitol Building, their main base of operations. It overlooks the Capitol grounds and is remotely controlled to be used against anyone brave enough to stare down what's essentially an anti-tank gun on angry steroids.&lt;br /&gt;
&lt;br /&gt;
After being de-activated, it is briefly used by Division agents to breach the reinforced entrance of the Capitol.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg|thumb|none|500px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:TD2GAU8.jpg|thumb|601px|none|A preview of the True Sons-commandeered GAU-8 Avenger autocannon..]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics M197 Vulcan==&lt;br /&gt;
The [[General Dynamics M197 Vulcan]] is employed by the Black Tusks for their Predator drones, which are massive, heavily armed and armored quad-rotor UAVs that's occasionally spotted patrolling in Black Tusk-controlled territories during invasions, and during the Black Tusks' raid on Aaron Keener's stronghold in Liberty Island, NY.&lt;br /&gt;
&lt;br /&gt;
The weapon has a withering rate of fire capable of shredding NPC and player armor and health at a rapid rate if one gets caught in the open. Coupled with the fact they're fairly durable: the drone is a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
[[File:M197Gatling.jpg|thumb|none|500px|General Dynamics M197 Vulcan - 20x102mm]]&lt;br /&gt;
[[File:TD2M197V.jpeg|thumb|600px|none|A picture of the M197 glowing red-hot while mowing down an unlucky group of Hyenas in the open. Luckily the new photo drone means the photographer doesn't have to expose themselves to take this image.]]&lt;br /&gt;
[[File:TD2M197Vdist.jpeg|thumb|600px|none|A picture of the drone and gun from a distance, putting into scale how absurdly large it is.]]&lt;br /&gt;
&lt;br /&gt;
==SHD Sentry Gun==&lt;br /&gt;
What appears to be a cross between the [[Mk 19 Grenade Launcher ]] and [[Browning M2|Browning M2A2]] is used as the remote sentry guns around Dark Zone checkpoints, which was implemented to largely reduce &amp;quot;checkpoint camping&amp;quot; in the DZ that was prevalent in the first game. &lt;br /&gt;
&lt;br /&gt;
The guns will open fire on any nearby enemies in range, whether NPCs or rogue Division agents, although their line of sight can be tracked by the laser sight that become visible when they attack. Additionally, they are also armed with shock munitions, which will instantly stun and open up any target to further attack, and are impervious to damage. During &amp;quot;Occupied Dark Zone&amp;quot; events however, the guns are disabled by the Black Tusks.&lt;br /&gt;
&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|500px|Mk 19 Mod 3 grenade launcher on vehicle pintle mounting with 48-round belt box and older flash hider - 40x53mm]]&lt;br /&gt;
[[File:M2A2.jpg|thumb|none|500px|Browning M2A2 / M2 QCB (Quick Change Barrel) with ammo belt on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:TD2Mk19Front.jpeg|thumb|601px|none|The front of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19Rear.jpeg|thumb|601px|none|The rear of the sentry gun]]&lt;br /&gt;
[[File:TD2Mk19armed.jpeg|thumb|601px|none|A duo of DZ checkpoint sentry guns open firing on nearby enemies. The laser is only visible when in combat.]]&lt;br /&gt;
&lt;br /&gt;
==Railgun==&lt;br /&gt;
The Black Tusks deploy quadrupedal military drones called &amp;quot;Warhounds&amp;quot;, which are armed with a fictional railgun mounted on it's back. The drone &amp;quot;charges&amp;quot; the weapon briefly before firing and is incredibly powerful and accurate. A direct hit bypasses armor, deals heavy damage, and inflicts bleeding status, hence a downed agent is very likely to be killed in a few second when shot. As downsides, it telegraphs it's attack with an audible ringing sound, there is a 2 second delay before the gun is fully charged, it must stand still to fire, and it's gun lights up when aiming. Visually, the exposed portion of the gun appears to be the front end of the [[Gepard GM6 Lynx]] model from ''[[Far Cry 4]]'', with a [[Barrett M82A1]]-styled muzzle brake on the end.&lt;br /&gt;
[[File:GepardM6.jpg|thumb|none|500px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
[[File:TD2RG.jpg|thumb|none|601px|A wrecked warhound with it's railgun visible. They appear to be based on Boston Dynamics' [https://en.wikipedia.org/wiki/BigDog BigDog] prototype drones.]]&lt;br /&gt;
[[File:Division2 Black Tusk turret.jpg|thumb|none|600px|A closer view. It's not particularly clear why a railgun needs a muzzle brake, but it has one nonetheless.]]&lt;br /&gt;
&lt;br /&gt;
==Drone Machine Gun==&lt;br /&gt;
One of the new skills available in the game is the &amp;quot;Drone&amp;quot;, which is a quad-rotor UAV that follows the player around and can be assigned certain tasks depending on the variant used.&lt;br /&gt;
&lt;br /&gt;
The default variant is the &amp;quot;Assault Drone&amp;quot;, which is armed with a fictional underside, small-caliber machine gun, that is held by a servo arm. The weapon has low damage but has a high rate of fire and does not need to reload, making it effective at harassing opponents.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2DroneMG.jpg|thumb|none|600px|A Drone with the underside machine gun visible. From the bore and magazine size, its cartridge size is likely not any larger than a 9mm round.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Baikal MP-133==	&lt;br /&gt;
The [[Baikal MP-133]] makes appearance in the demonstration gameplay video as the &amp;quot;Military M133&amp;quot;, but is not available in the final version of the game. Perhaps it was simply replaced (or renamed) to Remington 870, considering how close these guns are in Ubisoft games.&lt;br /&gt;
[[File:Mp133-1.jpg|thumb|none|400px|Baikal MP-133 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
Much like the Cleaners from the first game, the Outcasts make use of jury-rigged flame throwers for their specialized flamer units. Unlike their NYC counterparts however, the Outcasts employ it for their sadism and penchant for brutal terror tactics, rather than as a means to eradicate the Green Poison through fire.&lt;br /&gt;
&lt;br /&gt;
The weapon shoots out bursts of napalm over a short but wide distance. It is operated by a liquid fuel tank mounted on the weapon and a pressurized gas tank attached to the back of the user. The rear-mounted gas tank is the unit's weak point and if it's destroyed: they can no longer use the flamethrower and will instead switch to their S&amp;amp;W 686 revolvers.&lt;br /&gt;
&lt;br /&gt;
The Division also has their own flamethrowers in the form of the &amp;quot;Flame Turret&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
As of the &amp;quot;Warlords of New York&amp;quot; expansion, the cleaners have returned, and with them their plethora of DIY flame throwers. Much like in the previous game, riflemen carry under-barrel flame throwers with high-pressure fuel tanks mounted behind them. Heavy &amp;quot;tank&amp;quot; cleaners are armed with a heavy flamethrower instead, which is is a massive flame thrower with longer range and fed with 3 separate fuel tanks, all of which they're still capable of lugging around with impeccable grace, undernear a HAZMAT suit, gas mask, and body armor.&lt;br /&gt;
&lt;br /&gt;
[[File:TD2OutcastFlamethrower.jpg|thumb|none|600px|An Outcast HVT armed with their DIY flamethrowers.]]&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Tom Clancy]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Resident_Evil_3_(2020_VG)&amp;diff=1333777</id>
		<title>Talk:Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Resident_Evil_3_(2020_VG)&amp;diff=1333777"/>
		<updated>2020-03-25T20:53:11Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Jill's Samurai Edge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Title note ==&lt;br /&gt;
So far, Capcom's marketing has only referred to this remake as &amp;quot;Resident Evil 3&amp;quot; without the &amp;quot;Nemesis&amp;quot; subtitle. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:54, 11 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Glock==&lt;br /&gt;
&lt;br /&gt;
Jill's Glock looks more like the full size than the 19.&lt;br /&gt;
&lt;br /&gt;
She's holding it in the statue that comes with the collector's edition of the game[https://www.windowscentral.com/resident-evil-3-collectors-edition-goes-preorder-gamestop]. I'm pretty sure it's a 19. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:44, 12 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
Here's a higher-res image of Jill's character model[https://vignette.wikia.nocookie.net/residentevil/images/4/42/Jill_Full_R3make.png/revision/latest?cb=20191210163135]. Definitely a 19, though I was wrong on which generation. But I see that's been corrected already. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 10:54, 12 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
I am so glad they are again using real weapons like the original unlike RE6. Though why replace Jill's iconic Samurai Edge is beyond me. They kept Leon's gun the same in the remake and the Hi Power. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 19:52, 12 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Could be because Jill is on suspension and had to turn in her samurai edge and the glock is her personal weapon.[[User:Kornflakes89|Kornflakes89]] ([[User talk:Kornflakes89|talk]]) 16:43, 14 January 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
:The Samurai Edge has become something of an &amp;quot;Excalibur&amp;quot; (lol) to RE fans. It wouldn't surprise me if one or more versions of it are DLC weapons like they were in RE2. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:25, 13 December 2019 (EST)&lt;br /&gt;
::I've always wanted an 92 ever since Die Hard [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 22:46, 13 December 2019 (EST)&lt;br /&gt;
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Also, how much you wanna bet they kept the factory sights on it even though no real shooter would ever keep them on [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 19:52, 12 December 2019 (EST)&lt;br /&gt;
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:Keep in mind that stringent gun control keeps most Japanese from ever becoming &amp;quot;real shooters.&amp;quot; [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:25, 13 December 2019 (EST)&lt;br /&gt;
::You'd be surprised how knowledgeable some gun geeks are in Japan. The Airsoft community there is pretty hardcore [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 22:45, 13 December 2019 (EST)&lt;br /&gt;
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I was watching someone's reaction to the new gameplay trailer and I noticed something weird at 2:31 in the video. I think Jill's Glock had a suppressor on it as she ran from Nemesis. You can see it at the above timestamp as she rounds a corner. At first, I thought it was the shotgun barrel but I paused and played that section over and over (I'm on my mobile at work.) and I swear it's a suppressor. Can anyone confirm? --[[User:Bad Boy|Bad Boy]] ([[User talk:Bad Boy|talk]]) 20:48, 27 February 2020 (EST)&lt;br /&gt;
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:I saw it as well, but it goes by so fast and the background is so dark that I can't get a decent shot of it. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:57, 27 February 2020 (EST)&lt;br /&gt;
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I just saw parts of the demo and it looks like the base Glock is the correct 15 rounds. Unlike Leon's VP70 that started out with a stupid 12 rounds. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:07, 18 March 2020 (EDT)&lt;br /&gt;
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I am laughing at the C-More red dot sight you can add to your Glock and period correct. It's not being attached through some invisible rail. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:25, 19 March 2020 (EDT)&lt;br /&gt;
:How exactly is the pistol supposed to cycle correctly with the red dot mounted directly above the ejection port? That looks like a mod that I'm going to leave off regardless of the benefits. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 16:59, 21 March 2020 (EDT)&lt;br /&gt;
::It should eject fine. When the slide goes back, the brass will be ejected behind the mount [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 19:13, 21 March 2020 (EDT)&lt;br /&gt;
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:Yeah, I honestly don't like the look of it with the red dot on either. I'll probably leave it off, too. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 19:00, 21 March 2020 (EDT)&lt;br /&gt;
:;Aesthetically, it does look weird, but it has a game function of giving you a red dot that doesn't get larger when you shoot, so you're aim is always true. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 19:09, 21 March 2020 (EDT)&lt;br /&gt;
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==M933 possible in 1998==&lt;br /&gt;
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I mean, one could assemble one considering you just add a shorter barrel to an M4's flat top. The poster actually shows the rifle with what looks like an Aimpoint [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 23:59, 11 December 2019 (EST)&lt;br /&gt;
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Since this is still a remake and taking place in the late 90s, quad rails were not a thing yet, so it's hard to imagine them having it on an M4 [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 00:07, 12 December 2019 (EST)&lt;br /&gt;
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According to an M4 carbine progression timeline chart I found on PEO Soldier or something years back, KAC first introduced the original RIS (later replaced mostly by the improved RAS) handguard in 97. I don't recall exactly when the M933 was introduced as a factory setup, but 11.5&amp;quot; barrels had been around since the 60s and flat top uppers were nothing new when the original game was made in 98. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:39, 12 December 2019 (EST)&lt;br /&gt;
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This is practically the same when i was wondering that about the 3rd Gen Glock 17 when editing the RE Outbreak page, as far as i know, they were still yet to be produced, the SIGPROSP2009 was definetily anachronistic for the time period the game is set in (1998) versus the year it was made in (1999) i think. Still, i really like how Carlos' Colt is set up, notice how he has a rear sight in conjunction with his Comp M2, most games when mounting an optic either the rear sight is down or is completely removed so props to that, when the optic is damaged and goes off, you still have a reference point of aim.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 10:41, 12 December 2019 (EST)&lt;br /&gt;
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:Special Forces guys were the first ones to do that. They basically took the carrying handle that's removable from their M4s, hack saw the handle part and leave the rear sight so they can cowitness a rear sight with their red dots [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 00:16, 5 January 2020 (EST)&lt;br /&gt;
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Jill having a 2nd Gen Glock or a 3rd gen would both make sense since 3rd gens were introduced in 1998. Since the game firmly takes place in 1998 like the original. We can surmise since Umbrella is the mega corporation that the 90s warned us about, it would be safe to assume they'd armed their private army with the most advanced gear they can get. Though oddly in the poster and in the original, the rifles used by the Umbrella troops had red dots on them. The one screen shot we have of the rifle placed down doesn't look like it has one on it. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 19:48, 12 December 2019 (EST)&lt;br /&gt;
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:Considering Jill is loading a flush fit mag in her Glock in one shot and has an extended mag in it in another, it's safe to assume RE2's weapon mod system carries over and the red dot sight is a mod that can be found somewhere in the game world. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:16, 13 December 2019 (EST)&lt;br /&gt;
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:In fact, I'd bet my last dollar she'll find parts to mod it into a full auto like the G18. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:28, 13 December 2019 (EST)&lt;br /&gt;
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I'm really hoping for an easy mode like in the original where you start off with all the best weapons to just have fun with the game. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 19:48, 12 December 2019 (EST)&lt;br /&gt;
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== Benelli M3 with M4 stock ==&lt;br /&gt;
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There's a screenshot of the game rolling around with an M3 that I can only assume was modeled after the M3 made by airsoft company CYMA. &lt;br /&gt;
[https://cdn3.dualshockers.com/wp-content/uploads/2019/12/RE3_Jill_vs_Zombies.jpg [1&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
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:Appreciate that, thank you. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:59, 13 December 2019 (EST)&lt;br /&gt;
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Wanna bet they will only use the pump action feature and not the semi auto feature? [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 22:29, 15 January 2020 (EST)&lt;br /&gt;
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== Possible 870 ==&lt;br /&gt;
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So, I was watching the new trailer yesterday and I noticed Jill using what appeared to be a Remington 870 or it could be possibly be the Benelli with wood furniture. You can see it in the trailer at :48 seconds in. I tried to take a screenshot but I'm having trouble uploading it but I managed to find this instead. [https://cdn3.dualshockers.com/wp-content/uploads/2020/01/RE3_Jill_ShotGun.jpg [1&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
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:I already have the 870 listed on the page, but thanks for bringing that shot of Jill with it to my attention. I'll try to upload it. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:19, 16 January 2020 (EST)&lt;br /&gt;
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::I'm assuming, since it has the same rear sight the M3 does, and the 870 doesn't have any rear sight in particular, that it's an M3 with a wooden stock. [[User:Jimona|Jimona]] ([[User talk:Jimona|talk]]) 13:10, 16 January 2020 (EST)&lt;br /&gt;
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:::It's unusual, but not completely unheard of.&lt;br /&gt;
[[Image:Model870P 14inlg.jpg|thumb|none|400px|Remington 870 Police &amp;quot;Entry Gun&amp;quot; with a Surefire dedicated forend weaponlight - 12 gauge]]&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:05, 16 January 2020 (EST)&lt;br /&gt;
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::::It is worth noting that, to my surprise, I did not find any wooden furniture for M3. Moreover, the current one looks just like a plastic one, painted as a wood - pay attention to the belt mount on the buttstock. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 18:01, 20 March 2020 (EDT)&lt;br /&gt;
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:::::You mean sling mount? It may be incorrect, but the default stock is clearly textured as if it were made of wood as you can see wood grain on it. But I've pointed out the goof nonetheless. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 00:05, 21 March 2020 (EDT)&lt;br /&gt;
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Totally called it that they are only using the pump feature of the M3 but MAYBE when you upgrade it, it will be semi auto. Here's hoping [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 19:08, 21 March 2020 (EDT)&lt;br /&gt;
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== Nemmy's rocket launcher ==&lt;br /&gt;
A Nintendo Super Scope? That's hilarious. I guess the ''Duck Hunt'' jokes were more suitable than I thought. Any opposition to uploading a reference image for it? IIRC, we've done it before for Nerf guns used as the basis for a prop weapon. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:36, 16 January 2020 (EST)&lt;br /&gt;
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== Federal ammunition? ==&lt;br /&gt;
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Played through the demo and noticed a familiar sight on the assault rifle ammo. Possibly a temporary texture? I wonder...&lt;br /&gt;
[https://i.imgur.com/xkdmpZ5.jpg 1] [[User:Jimona|Jimona]] ([[User talk:Jimona|talk]]) 19:28, 19 March 2020 (EST)&lt;br /&gt;
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Kinda weird they let you pick up assault rifle ammo but not use the assault rifle in the demo [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:56, 19 March 2020 (EDT)&lt;br /&gt;
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You can, you just have to die and you get an option to switch to assist mode. You start with 4 extra item slots and an assault rifle with spare ammo. However, you ''can'' create magnum ammo, which is labeled as &amp;quot;.44 AE.&amp;quot; [[User:Jimona|Jimona]] ([[User talk:Jimona|talk]]) 22:18, 19 March 2020 (EST)&lt;br /&gt;
:I didn't know that...because I didn't suck...but playing it on console, aiming for the head is a challenge. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 19:06, 21 March 2020 (EDT)&lt;br /&gt;
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I'll have to boot up the demo and get some pics of the 933, then. How many times do you need to die? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 12:21, 20 March 2020 (EDT)&lt;br /&gt;
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Just one. There's a button on the bottom right that should give you the ability to change the difficulty.&lt;br /&gt;
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==Easy mode returns ==&lt;br /&gt;
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Some people wanna call me a pussy about it, but I had fun playing the original in the assist mode which starts you off with the best weapons because RE3 is more of an action game vs RE2 [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:55, 19 March 2020 (EDT)&lt;br /&gt;
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There's no shame in playing easy modes instead of the super meta play in my book. That being said, it annoys me the AR has a lower rate of fire compared to the real thing. But still fun to play with nonetheless.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 07:55, 20 March 2020 (EDT)&lt;br /&gt;
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It's confirmed that Easy Mode returns? I won't bust anyone's balls for playing Easy Mode. It's a good way of &amp;quot;training&amp;quot; oneself for the normal difficulty. I just wonder if the remake will have similar perks for playing on the normal difficulty, like the original did with the extra weapons and enhanced ammo. And I also hope I can still get the game when it releases, since a mandatory state-wide &amp;quot;stay at home&amp;quot; order went into effect at midnight with all non-essential businesses closing down. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 12:20, 20 March 2020 (EDT)&lt;br /&gt;
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*Someone data-mined the demo, a lot of the stuff that wasn't in the demo was scrubbed but there was some stuff left in, according to it, there's four difficulties, assisted, standard, hard and an unlockable super hard mode.  Playing on assisted starts you with the Colt 933.  As far as extra weapons, I haven't read anything about that but I'm pretty sure that one article I read said that Nemesis will drop special ammo when you down him.  But yeah, hope you can get the game when it releases.[[User:Kornflakes89|Kornflakes89]] ([[User talk:Kornflakes89|talk]]) 02:02, 21 March 2020 (EDT)&lt;br /&gt;
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:GameStop is currently remaining open and considers themselves to be an &amp;quot;essential&amp;quot; retailer (no desire to debate over that, just repeating what their HQ stated). Only thing I have to worry about now is whether Capcom decides to delay its release due to the virus like Naughty Dog did with TLoU Part II. Of course, I ''have'' been told that developers ship their games out to retailers two weeks in advance of release (which would be today for RE3), but whether that's true or not, IDK. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:51, 21 March 2020 (EDT)&lt;br /&gt;
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== Street date broken ==&lt;br /&gt;
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An outlet in France broke street date due to everyone being trapped at home.&lt;br /&gt;
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https://i.postimg.cc/rw6g7qRT/sss.png&lt;br /&gt;
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My crude google translate:&lt;br /&gt;
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&amp;quot;For the weapons we have the knife, the flash and normal grenades, the shotgun which we improve, the glock 19, a glock 18 which fires bursts of 2-3 bullets, the grenade launcher (which is used for the passage of launches mines too), and the magnum.&amp;quot;[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
:Some screens of the unlockable weapons https://imgur.com/a/M8MnLJZ [[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
::And &amp;quot;G18&amp;quot; will be an update to G19, of course. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 14:13, 22 March 2020 (EDT)&lt;br /&gt;
:::I don't think so. According to the image Temp89 posted above, they're separate weapons. That actually surprises me, considering I previously suspected there would be a full auto mod for Jill's G19. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:43, 22 March 2020 (EDT)&lt;br /&gt;
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They cut out the S&amp;amp;W 629? Kiss my @$$, Capcom, why? It's not like Desert Eagles haven't been used in 5,000,000 other games already. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:50, 21 March 2020 (EDT)&lt;br /&gt;
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The developers must like 90's Hollywood style movies, i guess.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 04:21, 22 March 2020 (EDT)&lt;br /&gt;
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==Jill's shoulder holster==&lt;br /&gt;
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In the demo and some trailers I noticed she has a shoulder holster but some trailers she doesn't wear it. I'm wondering what it's for because she has a thigh holster for her Glock or more of a universal holster like Leon and Claire in the last game where it fits all other handguns. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 14:09, 22 March 2020 (EDT)&lt;br /&gt;
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It could be she gets the shoulder rig at some point throughout the game? She did get some web gear that expanded her inventory space in the original. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:37, 22 March 2020 (EDT)&lt;br /&gt;
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==Jill's Samurai Edge==&lt;br /&gt;
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Just found a screenshot of the rewards screen in the spoiler thread on RE's subreddit, Jill's Samurai Edge is an unlockable (The picture on the rewards screen is pretty small but it appears to not have the accessory rails it did in REmake 2), I can drop a link in here if you guys want but I'll leave the main page editing to the people that actually know how to do it, with my luck I'll end up nuking the whole thing lol.[[User:Kornflakes89|Kornflakes89]] ([[User talk:Kornflakes89|talk]]) 16:35, 22 March 2020 (EDT)&lt;br /&gt;
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Yeah, I'd like to see it. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 22:35, 22 March 2020 (EDT)&lt;br /&gt;
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Here ya go https://i.imgur.com/amRiXUU.jpg [[User:Kornflakes89|Kornflakes89]] ([[User talk:Kornflakes89|talk]])&lt;br /&gt;
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The reason it doesn't have the rail is because it's the base model Samurai Edge rather than the Samurai Edge A1 that RE2 attributed to Jill. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:15, 23 March 2020 (EDT)&lt;br /&gt;
:That and I don't think rails showed up on the 92/M9 until 2006 at the earliest --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 16:53, 25 March 2020 (EDT)&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Resident_Evil_3_(2020_VG)&amp;diff=1332847</id>
		<title>Talk:Resident Evil 3 (2020 VG)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Resident_Evil_3_(2020_VG)&amp;diff=1332847"/>
		<updated>2020-03-21T20:59:57Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Glock */&lt;/p&gt;
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&lt;div&gt;== Title note ==&lt;br /&gt;
So far, Capcom's marketing has only referred to this remake as &amp;quot;Resident Evil 3&amp;quot; without the &amp;quot;Nemesis&amp;quot; subtitle. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:54, 11 December 2019 (EST)&lt;br /&gt;
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==Glock==&lt;br /&gt;
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Jill's Glock looks more like the full size than the 19.&lt;br /&gt;
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She's holding it in the statue that comes with the collector's edition of the game[https://www.windowscentral.com/resident-evil-3-collectors-edition-goes-preorder-gamestop]. I'm pretty sure it's a 19. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:44, 12 December 2019 (EST)&lt;br /&gt;
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Here's a higher-res image of Jill's character model[https://vignette.wikia.nocookie.net/residentevil/images/4/42/Jill_Full_R3make.png/revision/latest?cb=20191210163135]. Definitely a 19, though I was wrong on which generation. But I see that's been corrected already. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 10:54, 12 December 2019 (EST)&lt;br /&gt;
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I am so glad they are again using real weapons like the original unlike RE6. Though why replace Jill's iconic Samurai Edge is beyond me. They kept Leon's gun the same in the remake and the Hi Power. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 19:52, 12 December 2019 (EST)&lt;br /&gt;
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:Could be because Jill is on suspension and had to turn in her samurai edge and the glock is her personal weapon.[[User:Kornflakes89|Kornflakes89]] ([[User talk:Kornflakes89|talk]]) 16:43, 14 January 2020 (EST)&lt;br /&gt;
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:The Samurai Edge has become something of an &amp;quot;Excalibur&amp;quot; (lol) to RE fans. It wouldn't surprise me if one or more versions of it are DLC weapons like they were in RE2. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:25, 13 December 2019 (EST)&lt;br /&gt;
::I've always wanted an 92 ever since Die Hard [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 22:46, 13 December 2019 (EST)&lt;br /&gt;
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Also, how much you wanna bet they kept the factory sights on it even though no real shooter would ever keep them on [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 19:52, 12 December 2019 (EST)&lt;br /&gt;
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:Keep in mind that stringent gun control keeps most Japanese from ever becoming &amp;quot;real shooters.&amp;quot; [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:25, 13 December 2019 (EST)&lt;br /&gt;
::You'd be surprised how knowledgeable some gun geeks are in Japan. The Airsoft community there is pretty hardcore [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 22:45, 13 December 2019 (EST)&lt;br /&gt;
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I was watching someone's reaction to the new gameplay trailer and I noticed something weird at 2:31 in the video. I think Jill's Glock had a suppressor on it as she ran from Nemesis. You can see it at the above timestamp as she rounds a corner. At first, I thought it was the shotgun barrel but I paused and played that section over and over (I'm on my mobile at work.) and I swear it's a suppressor. Can anyone confirm? --[[User:Bad Boy|Bad Boy]] ([[User talk:Bad Boy|talk]]) 20:48, 27 February 2020 (EST)&lt;br /&gt;
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:I saw it as well, but it goes by so fast and the background is so dark that I can't get a decent shot of it. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 20:57, 27 February 2020 (EST)&lt;br /&gt;
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I just saw parts of the demo and it looks like the base Glock is the correct 15 rounds. Unlike Leon's VP70 that started out with a stupid 12 rounds. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:07, 18 March 2020 (EDT)&lt;br /&gt;
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I am laughing at the C-More red dot sight you can add to your Glock and period correct. It's not being attached through some invisible rail. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:25, 19 March 2020 (EDT)&lt;br /&gt;
:How exactly is the pistol supposed to cycle correctly with the red dot mounted directly above the ejection port? That looks like a mod that I'm going to leave off regardless of the benefits. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 16:59, 21 March 2020 (EDT)&lt;br /&gt;
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==M933 possible in 1998==&lt;br /&gt;
&lt;br /&gt;
I mean, one could assemble one considering you just add a shorter barrel to an M4's flat top. The poster actually shows the rifle with what looks like an Aimpoint [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 23:59, 11 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since this is still a remake and taking place in the late 90s, quad rails were not a thing yet, so it's hard to imagine them having it on an M4 [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 00:07, 12 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
According to an M4 carbine progression timeline chart I found on PEO Soldier or something years back, KAC first introduced the original RIS (later replaced mostly by the improved RAS) handguard in 97. I don't recall exactly when the M933 was introduced as a factory setup, but 11.5&amp;quot; barrels had been around since the 60s and flat top uppers were nothing new when the original game was made in 98. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:39, 12 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
This is practically the same when i was wondering that about the 3rd Gen Glock 17 when editing the RE Outbreak page, as far as i know, they were still yet to be produced, the SIGPROSP2009 was definetily anachronistic for the time period the game is set in (1998) versus the year it was made in (1999) i think. Still, i really like how Carlos' Colt is set up, notice how he has a rear sight in conjunction with his Comp M2, most games when mounting an optic either the rear sight is down or is completely removed so props to that, when the optic is damaged and goes off, you still have a reference point of aim.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 10:41, 12 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Special Forces guys were the first ones to do that. They basically took the carrying handle that's removable from their M4s, hack saw the handle part and leave the rear sight so they can cowitness a rear sight with their red dots [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 00:16, 5 January 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Jill having a 2nd Gen Glock or a 3rd gen would both make sense since 3rd gens were introduced in 1998. Since the game firmly takes place in 1998 like the original. We can surmise since Umbrella is the mega corporation that the 90s warned us about, it would be safe to assume they'd armed their private army with the most advanced gear they can get. Though oddly in the poster and in the original, the rifles used by the Umbrella troops had red dots on them. The one screen shot we have of the rifle placed down doesn't look like it has one on it. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 19:48, 12 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:Considering Jill is loading a flush fit mag in her Glock in one shot and has an extended mag in it in another, it's safe to assume RE2's weapon mod system carries over and the red dot sight is a mod that can be found somewhere in the game world. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:16, 13 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:In fact, I'd bet my last dollar she'll find parts to mod it into a full auto like the G18. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:28, 13 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm really hoping for an easy mode like in the original where you start off with all the best weapons to just have fun with the game. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 19:48, 12 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
== Benelli M3 with M4 stock ==&lt;br /&gt;
&lt;br /&gt;
There's a screenshot of the game rolling around with an M3 that I can only assume was modeled after the M3 made by airsoft company CYMA. &lt;br /&gt;
[https://cdn3.dualshockers.com/wp-content/uploads/2019/12/RE3_Jill_vs_Zombies.jpg [1&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
:Appreciate that, thank you. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 06:59, 13 December 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
Wanna bet they will only use the pump action feature and not the semi auto feature? [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 22:29, 15 January 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Possible 870 ==&lt;br /&gt;
&lt;br /&gt;
So, I was watching the new trailer yesterday and I noticed Jill using what appeared to be a Remington 870 or it could be possibly be the Benelli with wood furniture. You can see it in the trailer at :48 seconds in. I tried to take a screenshot but I'm having trouble uploading it but I managed to find this instead. [https://cdn3.dualshockers.com/wp-content/uploads/2020/01/RE3_Jill_ShotGun.jpg [1&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
:I already have the 870 listed on the page, but thanks for bringing that shot of Jill with it to my attention. I'll try to upload it. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:19, 16 January 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
::I'm assuming, since it has the same rear sight the M3 does, and the 870 doesn't have any rear sight in particular, that it's an M3 with a wooden stock. [[User:Jimona|Jimona]] ([[User talk:Jimona|talk]]) 13:10, 16 January 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
:::It's unusual, but not completely unheard of.&lt;br /&gt;
[[Image:Model870P 14inlg.jpg|thumb|none|400px|Remington 870 Police &amp;quot;Entry Gun&amp;quot; with a Surefire dedicated forend weaponlight - 12 gauge]]&lt;br /&gt;
[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 18:05, 16 January 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
::::It is worth noting that, to my surprise, I did not find any wooden furniture for M3. Moreover, the current one looks just like a plastic one, painted as a wood - pay attention to the belt mount on the buttstock. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 18:01, 20 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::You mean sling mount? It may be incorrect, but the default stock is clearly textured as if it were made of wood as you can see wood grain on it. But I've pointed out the goof nonetheless. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 00:05, 21 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Nemmy's rocket launcher ==&lt;br /&gt;
A Nintendo Super Scope? That's hilarious. I guess the ''Duck Hunt'' jokes were more suitable than I thought. Any opposition to uploading a reference image for it? IIRC, we've done it before for Nerf guns used as the basis for a prop weapon. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 07:36, 16 January 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
== Federal ammunition? ==&lt;br /&gt;
&lt;br /&gt;
Played through the demo and noticed a familiar sight on the assault rifle ammo. Possibly a temporary texture? I wonder...&lt;br /&gt;
[https://i.imgur.com/xkdmpZ5.jpg 1] [[User:Jimona|Jimona]] ([[User talk:Jimona|talk]]) 19:28, 19 March 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
Kinda weird they let you pick up assault rifle ammo but not use the assault rifle in the demo [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:56, 19 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
You can, you just have to die and you get an option to switch to assist mode. You start with 4 extra item slots and an assault rifle with spare ammo. However, you ''can'' create magnum ammo, which is labeled as &amp;quot;.44 AE.&amp;quot; [[User:Jimona|Jimona]] ([[User talk:Jimona|talk]]) 22:18, 19 March 2020 (EST)&lt;br /&gt;
&lt;br /&gt;
I'll have to boot up the demo and get some pics of the 933, then. How many times do you need to die? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 12:21, 20 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
Just one. There's a button on the bottom right that should give you the ability to change the difficulty.&lt;br /&gt;
&lt;br /&gt;
==Easy mode returns ==&lt;br /&gt;
&lt;br /&gt;
Some people wanna call me a pussy about it, but I had fun playing the original in the assist mode which starts you off with the best weapons because RE3 is more of an action game vs RE2 [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:55, 19 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
There's no shame in playing easy modes instead of the super meta play in my book. That being said, it annoys me the AR has a lower rate of fire compared to the real thing. But still fun to play with nonetheless.--[[User:Death Shadow20|Death Shadow20]] ([[User talk:Death Shadow20|talk]]) 07:55, 20 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's confirmed that Easy Mode returns? I won't bust anyone's balls for playing Easy Mode. It's a good way of &amp;quot;training&amp;quot; oneself for the normal difficulty. I just wonder if the remake will have similar perks for playing on the normal difficulty, like the original did with the extra weapons and enhanced ammo. And I also hope I can still get the game when it releases, since a mandatory state-wide &amp;quot;stay at home&amp;quot; order went into effect at midnight with all non-essential businesses closing down. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 12:20, 20 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
*Someone data-mined the demo, a lot of the stuff that wasn't in the demo was scrubbed but there was some stuff left in, according to it, there's four difficulties, assisted, standard, hard and an unlockable super hard mode.  Playing on assisted starts you with the Colt 933.  As far as extra weapons, I haven't read anything about that but I'm pretty sure that one article I read said that Nemesis will drop special ammo when you down him.  But yeah, hope you can get the game when it releases.[[User:Kornflakes89|Kornflakes89]] ([[User talk:Kornflakes89|talk]]) 02:02, 21 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
:GameStop is currently remaining open and considers themselves to be an &amp;quot;essential&amp;quot; retailer (no desire to debate over that, just repeating what their HQ stated). Only thing I have to worry about now is whether Capcom decides to delay its release due to the virus like Naughty Dog did with TLoU Part II. Of course, I ''have'' been told that developers ship their games out to retailers two weeks in advance of release (which would be today for RE3), but whether that's true or not, IDK. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 02:51, 21 March 2020 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Street date broken ==&lt;br /&gt;
&lt;br /&gt;
An outlet in France broke street date due to everyone being trapped at home.&lt;br /&gt;
&lt;br /&gt;
https://i.postimg.cc/rw6g7qRT/sss.png&lt;br /&gt;
&lt;br /&gt;
My crude google translate:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For the weapons we have the knife, the flash and normal grenades, the shotgun which we improve, the glock 19, a glock 18 which fires bursts of 2-3 bullets, the grenade launcher (which is used for the passage of launches mines too), and the magnum.&amp;quot;[[User:Temp89|Temp89]] ([[User talk:Temp89|talk]])&lt;br /&gt;
&lt;br /&gt;
They cut out the S&amp;amp;W 629? Kiss my @$$, Capcom, why? It's not like Desert Eagles haven't been used in 5,000,000 other games already. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:50, 21 March 2020 (EDT)&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Den_of_Thieves&amp;diff=1223808</id>
		<title>Den of Thieves</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Den_of_Thieves&amp;diff=1223808"/>
		<updated>2018-10-28T21:12:25Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Beretta 92FS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name=''Den of Thieves''&lt;br /&gt;
|picture=DOT.jpg&lt;br /&gt;
|caption=''Theatrical Release Poster''&lt;br /&gt;
|country=[[Image:USA.jpg|25px]] United States&lt;br /&gt;
|director=Christian Gudegast&lt;br /&gt;
|date= 2018&lt;br /&gt;
|studio=&lt;br /&gt;
|distributor=STXfilms&lt;br /&gt;
|character1=Det. &amp;quot;Big Nick&amp;quot; O'Brien &lt;br /&gt;
|actor1=[[Gerard Butler]]&lt;br /&gt;
|character2=Ray Merrimen&lt;br /&gt;
|actor2=[[Pablo Schreiber]] &lt;br /&gt;
|character3=Levi Enson&lt;br /&gt;
|actor3=[[Curtis &amp;quot;50 Cent&amp;quot; Jackson]] &lt;br /&gt;
|character4=Donnie Wilson&lt;br /&gt;
|actor4=[[O'Shea Jackson Jr.]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
 &lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
Borracho, one of O'Brien's officers, has a holstered Beretta 92FS during the final firefight.&lt;br /&gt;
[[File:DoT_Beretta_01.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
The [[SIG-Sauer P226]] is one of the handguns used by Merrimen ([[Pablo Schreiber]]).&lt;br /&gt;
[[Image:SigP226.jpg|thumb|none|300px|SIG-Sauer P226 - 9x19mm]]&lt;br /&gt;
[[File:Den 149.jpg|thumb|none|600px|The [[SIG-Sauer P226]] is used by Merrimen ([[Pablo Schreiber]]).]]&lt;br /&gt;
 &lt;br /&gt;
==FN FNX Tactical 45==&lt;br /&gt;
LA Sheriff's Department Det. &amp;quot;Big Nick&amp;quot; O'Brien ([[Gerard Butler]]) carries an [[FN FNX Tactical 45]] with a C-MORE STS red dot sight. This is his tactical weapon which he switched to for the final shoot out.&lt;br /&gt;
[[File:FNX45T.jpg|thumb|none|300px|FNX-45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:DenFN45.jpg|thumb|none|550px|A production image of &amp;quot;Big Nick&amp;quot; with his pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK45C]] also appears to be used by Merrimen ([[Pablo Schreiber]]).&lt;br /&gt;
[[Image:HK45C.jpg|thumb|none|300px|Heckler &amp;amp; Koch HK45C - .45 ACP]]&lt;br /&gt;
[[File:Den of Thieves P30.jpg|thumb|none|550px|A production image of the [[Heckler &amp;amp; Koch HK45C]] being used by Merrimen ([[Pablo Schreiber]]) to threaten Donnie ([[O'Shea Jackson Jr.]]).]]&lt;br /&gt;
[[File:Den 127.jpg|thumb|none|600px|The [[Heckler &amp;amp; Koch HK45C]] also appears to be used by Merrimen ([[Pablo Schreiber]]).]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ Tactical==&lt;br /&gt;
Levi Enson ([[Curtis &amp;quot;50 Cent&amp;quot; Jackson]]) also carries the tactical model of the [[Walther PPQ]].&lt;br /&gt;
[[Image:WaltherPPQ Tact.jpg|thumb|none|300px|Walther PPQ Tactical - 9x19mm]]&lt;br /&gt;
[[File:Den 143.jpg|thumb|none|600px|The pistol is held in the air.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P 2.0==&lt;br /&gt;
O'Brien's [[Smith &amp;amp; Wesson M&amp;amp;P|Smith &amp;amp; Wesson M&amp;amp;P 2.0]] sitting on the counter. This is his standard Duty weapon which can be seen in appendix carry several time during the film. This is the first known appearance of the M&amp;amp;P 2.0 in any media.&lt;br /&gt;
[[File:S&amp;amp;W M&amp;amp;P 2.0.jpg|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P 2.0 - 9x19mm]]&lt;br /&gt;
[[File:DoT_MP_01.jpg|thumb|none|600px|Notice the grip and the loss of the tactical barrel and front slide serrations.]]&lt;br /&gt;
[[File:Den 148.jpg|thumb|none|603px|Det. &amp;quot;Big Nick&amp;quot; O'Brien ([[Gerard Butler]]) fires the pistol while on a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==M1911A1-Pattern Pistol==&lt;br /&gt;
&amp;quot;Tony Z&amp;quot; has an M1911A1-pattern pistol in his holster at the end shootout.&lt;br /&gt;
[[File:DoT_M1911_01.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
== FN SCAR-L ==&lt;br /&gt;
The [[FN SCAR-L]] is used by Det. &amp;quot;Big Nick&amp;quot; O'Brien ([[Gerard Butler]]).&lt;br /&gt;
[[Image:Scar l std.jpg|thumb|450px|none|FN SCAR-L STD - 5.56x45mm]]&lt;br /&gt;
[[File:Den 125.jpg|thumb|none|600px|The [[FN SCAR-L]] is used by Det. &amp;quot;Big Nick&amp;quot; O'Brien ([[Gerard Butler]]).]]&lt;br /&gt;
[[File:Den 117.jpg|thumb|none|600px|O'Brien retrieves his SCAR-L from the Regulators armory.]]&lt;br /&gt;
[[File:Den 134.jpg|thumb|none|600px|O'Brien opens fire on Merrimen and his crew with the SCAR-L.]]&lt;br /&gt;
[[File:DenOfThieves_SCARL_NoMag.jpg|thumb|none|600px|O'Brien seems to have forgotten his magazine in this shot]]&lt;br /&gt;
&lt;br /&gt;
==Noveske N4 Diplomat==&lt;br /&gt;
The [[Noveske N4 Diplomat]] is primarily used by Bo 'Bosco' Ostroman ([[Evan Jones]]), a member of Merrimen's crew.&lt;br /&gt;
[[File:Current_Noveske_diplomat.jpg|thumb|none|400px|Noveske N4 Diplomat - 5.56x45mm]]&lt;br /&gt;
[[File:DoT_N4_01.jpg|thumb|none|600px|The N4 can be distinguished as such by the flash suppressor and forward assist.]]&lt;br /&gt;
[[File:Den 104.jpg|thumb|none|600px|The [[Noveske N4 Diplomat]] is used by Bo 'Bosco' Ostroman ([[Evan Jones]]), one of Merrimen's crew.]]&lt;br /&gt;
[[File:Den 111.jpg|thumb|none|600px|Bosco uses his N4 to destroy a bank security camera.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416 D10RS==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416|Heckler &amp;amp; Koch HK416 D10RS]] is used by Merrimen. &lt;br /&gt;
[[File:HK416DModo.jpg|thumb|none|400px|HK416 D10RS with M68 Aimpoint and Troy VFG – 5.56x45mm NATO]]&lt;br /&gt;
[[File:DoT_416_01.jpg|thumb|none|600px|Merrimen uses an HK416 in the opening heist.]]&lt;br /&gt;
[[File:Den 112.jpg|thumb|none|600px|Merrimen trains his HK416 on the branch manager during the bank heist.]]&lt;br /&gt;
[[File:DoT_416_02.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==CAA Tactical RONI-SI1==&lt;br /&gt;
What appears to be a [[SIG-Sauer P226]] mounted in a [[CAA Tactical RONI|CAA Tactical RONI-SI1]] is seen in the hands of Levi Enson ([[Curtis &amp;quot;50 Cent&amp;quot; Jackson]]).&lt;br /&gt;
[[File:CAA RONI-SI1.jpg|thumb|none|400px|CAA Tactical RONI-SI1 with a SIG-Sauer P226 mounted underneath with foregrip extended out.]]&lt;br /&gt;
[[File:Den 106.jpg|thumb|none|600px|The [[CAA Tactical RONI|CAA Tactical RONI-SI1]] is used during the opening heist.]]&lt;br /&gt;
[[File:Den 123.jpg|thumb|none|600px|A [[CAA Tactical RONI|CAA Tactical RONI-SI1]] is seen in the hands of Levi Enson ([[Curtis &amp;quot;50 Cent&amp;quot; Jackson]]).]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
The [[M4A1 Carbine]] is wielded multiple times in the movie.&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 - 5.56mm]]&lt;br /&gt;
[[File:Den 101.jpg|thumb|none|600px|Merrimen hands off an M4A1 to Donnie ([[O'Shea Jackson Jr.]]).]]&lt;br /&gt;
[[File:Den 124.jpg|thumb|none|600px|The M4A1 is used by Det.'Tony Z' Zapata ([[Kaiwi Lyman]]) .]]&lt;br /&gt;
[[File:DoT_M4Switch.jpg|thumb|none|600px|At one point in the end shootout, Merrimen's 416 turns into a similarly-outfitted M4A1.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
One of O'Brien's officers uses a Remington 870 in the end shootout.&lt;br /&gt;
[[File:DoT_Remington_01.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12==&lt;br /&gt;
One of Merrimen's crew uses a Saiga 12 in the opening heist. It's outfitted with a &amp;quot;chainsaw&amp;quot; style grip and a 20-round drum.&lt;br /&gt;
[[File:DoT_Saiga_01.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
== M249 SAW Paratrooper ==&lt;br /&gt;
An [[M249 SAW]] Paratrooper is used by Merrimen ([[Pablo Schreiber]]).&lt;br /&gt;
[[Image:Fn mg m249para11-1-.jpg|thumb|none|450px|M249 SAW Paratrooper - 5.56x45mm.]]&lt;br /&gt;
[[File:Den 128.jpg|thumb|none|600px|An [[M249 SAW]] Paratrooper is used by Merrimen ([[Pablo Schreiber]]).]]&lt;br /&gt;
[[File:Den 153.jpg|thumb|none|600px|Merrimen fires the M249.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Movie]] &lt;br /&gt;
[[Category: Drama]]&lt;br /&gt;
[[Category: Detective]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_2_(2019)&amp;diff=1221248</id>
		<title>Resident Evil 2 (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_2_(2019)&amp;diff=1221248"/>
		<updated>2018-10-16T06:36:43Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Browning Hi-Power Mark III */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil 2''''' (2019) is a PC, PS4 and XBOX ONE remake of the original 1998 ''[[Resident Evil 2]]'', in the same vein as the 2002 ''[[Resident Evil (2002)|Resident Evil]]'' remake. The remake features significantly updated graphics, new third-person gameplay, and a retold storyline (which was retold once before in ''[[Resident Evil: The Darkside Chronicles]]'').&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch VP70M ==&lt;br /&gt;
As of the E3 2018 Demo of the remake, the [[Heckler &amp;amp; Koch VP70]] is called by the series' staple name for the gun, &amp;quot;Matilda&amp;quot;, and is underloaded to 12 rounds, possibly to match the [[Browning Hi-Power]].&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|500px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasterMatilda.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE2RemasterVP70_01.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE2RemasterVP70_02.jpg|thumb|none|600px|The &amp;quot;Matilda&amp;quot; in recoil.]]&lt;br /&gt;
&lt;br /&gt;
== Browning Hi-Power Mark III ==&lt;br /&gt;
Leon is seen using a [[Browning Hi-Power Mark III]] in the reveal trailer for the remake, which makes sense, as the Hi-Power is one of the stated official duty pistols of the RPD, though it is unsure whether Leon will be able to use one in the final game. In a recent video with Claire, she is seen using the Browning with a laser sight. it is called &amp;quot;JMB Hp3&amp;quot;. The &amp;quot;Hp3&amp;quot; is obviously a reference to the actual name of the gun, Hi-Power Mark III, it is unknown what &amp;quot;JMB&amp;quot; stands for at this time (I dunno - '''John Moses Browning''' maybe?).  &lt;br /&gt;
&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasterLeonHiPower.jpg|thumb|none|600px|Leon holds the Hi-Power]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Bodyguard ==&lt;br /&gt;
Claire is seen using the Smith &amp;amp; Wesson Bodyguard revolver in the new Gamescom 2018 trailer, fighting a new William Birkin. In a new video featuring Claire, the name of her revolver is revealed. It is called &amp;quot;SLS 60&amp;quot; and it states that it is a 5-shot 9mm handgun. &lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;WBody3.jpg|thumb|none|300px|Smith &amp;amp; Wesson Bodyguard - .38 Special]]&lt;br /&gt;
[[File:Claire_RE2R_SnW3849.jpg|thumb|none|600px|Claire quickly reloads her Bodyguard, facing down mutant G-Birkin.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
== Ingram MAC-11 ==&lt;br /&gt;
&lt;br /&gt;
The [[MAC-10#Mac-11|MAC-11]] is possible to see in the Claire Redfield's Demo used against Willian Birkin.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[Image:MAC11_RE2REMAKE.jpg|thumb|none|600px| Claire shooting with MAC 11 against William Birkin in Gamerscom 2018 Demo]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
&lt;br /&gt;
== M79 ==&lt;br /&gt;
&lt;br /&gt;
Claire is seen with an [[M79_Grenade_Launcher|M79]] on her back, and in action, in the GamesCom 2018 Demo, used against William Birkin. In a recent video with Claire, her grenade launcher can be upgraded from pistol grip to full length. It should be noted that when the launcher has a pistol grip, it only takes up one slot in the inventory while when it is full length, it takes up 2 slots. &lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|600px| M79 Grenade Launcher]]&lt;br /&gt;
[[File:Claire_RE2R_M79.jpg|thumb|none|600px| Claire, with the M79. It might be a bad idea to carry it with the leaf sight flipped up.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil_2_(2019)&amp;diff=1221247</id>
		<title>Resident Evil 2 (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil_2_(2019)&amp;diff=1221247"/>
		<updated>2018-10-16T06:36:28Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Browning Hi-Power Mark III */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Upcoming}}&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil 2''''' (2019) is a PC, PS4 and XBOX ONE remake of the original 1998 ''[[Resident Evil 2]]'', in the same vein as the 2002 ''[[Resident Evil (2002)|Resident Evil]]'' remake. The remake features significantly updated graphics, new third-person gameplay, and a retold storyline (which was retold once before in ''[[Resident Evil: The Darkside Chronicles]]'').&lt;br /&gt;
&lt;br /&gt;
{{VG Title}}&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch VP70M ==&lt;br /&gt;
As of the E3 2018 Demo of the remake, the [[Heckler &amp;amp; Koch VP70]] is called by the series' staple name for the gun, &amp;quot;Matilda&amp;quot;, and is underloaded to 12 rounds, possibly to match the [[Browning Hi-Power]].&lt;br /&gt;
&lt;br /&gt;
[[Image:VP-70.jpg|thumb|none|500px|Heckler &amp;amp; Koch VP70M with attached stock - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasterMatilda.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE2RemasterVP70_01.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:RE2RemasterVP70_02.jpg|thumb|none|600px|The &amp;quot;Matilda&amp;quot; in recoil.]]&lt;br /&gt;
&lt;br /&gt;
== Browning Hi-Power Mark III ==&lt;br /&gt;
Leon is seen using a [[Browning Hi-Power Mark III]] in the reveal trailer for the remake, which makes sense, as the Hi-Power is one of the stated official duty pistols of the RPD, though it is unsure whether Leon will be able to use one in the final game. In a recent video with Claire, she is seen using the Browning with a laser sight. it is called &amp;quot;JMB Hp3&amp;quot;. The &amp;quot;Hp3&amp;quot; is obviously a reference to the actual name of the gun, Hi-Power Mark III, it is unknown what &amp;quot;JMB&amp;quot; stands for at this time (I dunno - John Moses Browning maybe?).  &lt;br /&gt;
&lt;br /&gt;
[[Image:HiPowerMk3.jpg|thumb|none|300px|Browning Hi-Power Mark III - 9x19mm]]&lt;br /&gt;
[[File:RE2RemasterLeonHiPower.jpg|thumb|none|600px|Leon holds the Hi-Power]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Bodyguard ==&lt;br /&gt;
Claire is seen using the Smith &amp;amp; Wesson Bodyguard revolver in the new Gamescom 2018 trailer, fighting a new William Birkin. In a new video featuring Claire, the name of her revolver is revealed. It is called &amp;quot;SLS 60&amp;quot; and it states that it is a 5-shot 9mm handgun. &lt;br /&gt;
&lt;br /&gt;
[[Image:S&amp;amp;WBody3.jpg|thumb|none|300px|Smith &amp;amp; Wesson Bodyguard - .38 Special]]&lt;br /&gt;
[[File:Claire_RE2R_SnW3849.jpg|thumb|none|600px|Claire quickly reloads her Bodyguard, facing down mutant G-Birkin.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
== Ingram MAC-11 ==&lt;br /&gt;
&lt;br /&gt;
The [[MAC-10#Mac-11|MAC-11]] is possible to see in the Claire Redfield's Demo used against Willian Birkin.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mac m11 9k.jpg|thumb|none|300px|RPB Industries M11A1 - .380 ACP]]&lt;br /&gt;
[[Image:MAC11_RE2REMAKE.jpg|thumb|none|600px| Claire shooting with MAC 11 against William Birkin in Gamerscom 2018 Demo]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
&lt;br /&gt;
== M79 ==&lt;br /&gt;
&lt;br /&gt;
Claire is seen with an [[M79_Grenade_Launcher|M79]] on her back, and in action, in the GamesCom 2018 Demo, used against William Birkin. In a recent video with Claire, her grenade launcher can be upgraded from pistol grip to full length. It should be noted that when the launcher has a pistol grip, it only takes up one slot in the inventory while when it is full length, it takes up 2 slots. &lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|600px| M79 Grenade Launcher]]&lt;br /&gt;
[[File:Claire_RE2R_M79.jpg|thumb|none|600px| Claire, with the M79. It might be a bad idea to carry it with the leaf sight flipped up.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Third-Person Shooter]] &lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Shinji Mikami]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Resident_Evil_2_(2019)&amp;diff=1221246</id>
		<title>Talk:Resident Evil 2 (2019)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Resident_Evil_2_(2019)&amp;diff=1221246"/>
		<updated>2018-10-16T06:35:42Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Hi Power Mk. III */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ingram ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I believe that the Ingram used by Claire in the GamesCom 2018 Demo is a Model 10, not an 11. I have here two screen shots as evidence.&lt;br /&gt;
&lt;br /&gt;
[[File:Claire_RE2R_Ingram2.jpg|thumb|none|600px| Ejection Port]]&lt;br /&gt;
First, as can be seen here, the ejection port seems to be both rather large, and with a very narrow distance to the back of the receiver. I believe this to be a good indication as to the model.&lt;br /&gt;
&lt;br /&gt;
[[File:Claire_RE2R_Ingram.jpg|thumb|none|600px| Left side]]&lt;br /&gt;
Second - and, to me, most important - is the lack of the twin indented rails of a Model 11 on the left side of the receiver, seen here on this screen shot. &lt;br /&gt;
&lt;br /&gt;
Combined with the size of the weapon, and the sound effect used being &amp;quot;beefier&amp;quot; than that of Claire's .38 caliber Bodyguard, I have good confidence that the Ingram is, indeed, a Model 10 - and in .45ACP, not 9x19mm.&lt;br /&gt;
&lt;br /&gt;
== Hi Power Mk. III ==&lt;br /&gt;
JMB means John Moses Browning, how do you not know this? [[User:Black Irish Paddy|Black Irish Paddy]] ([[User talk:Black Irish Paddy|talk]]) 06:51, 9 October 2018 (EDT)&lt;br /&gt;
: Looks like you weren't the only one left scratching their head at this oversight. I actually had to squint and ask myself &amp;quot;are they serious?&amp;quot; --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 02:35, 16 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Unidentified Pistol ==&lt;br /&gt;
&lt;br /&gt;
Ada Wong is seen with an unidentified pistol, pointing it at Leon. I believe it is a Mauser HSc. Can someone confirm? (I apologize about the link, it's not letting me post the picture directly.) --[[User:Bad Boy|Bad Boy]] ([[User talk:Bad Boy|talk]]) 10:49, 12 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
https://vignette.wikia.nocookie.net/residentevil/images/0/04/Resident-Evil-2_2018_09-20-18_020.jpg/revision/latest?cb=20180920135416&lt;br /&gt;
&lt;br /&gt;
[http://www.imfdb.org/images/4/4e/Mauser_HSC.jpg www.imfdb.org/images/4/4e/Mauser_HSC.jpg]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Jack_Ryan_-_Season_1&amp;diff=1220120</id>
		<title>Talk:Jack Ryan - Season 1</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Jack_Ryan_-_Season_1&amp;diff=1220120"/>
		<updated>2018-10-11T05:34:18Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Additional Scenes=&lt;br /&gt;
[[File:JackRyan 614.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Matice's Unknown Pistol== &lt;br /&gt;
&lt;br /&gt;
Going by the shape of the trigger guard and the area underneath the barrel I'm almost 99.9% positive that's a late model CZ-83, possibly in .380 ACP&lt;br /&gt;
--[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 01:34, 11 October 2018 (EDT)&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Better_Call_Saul_-_Season_2&amp;diff=1206122</id>
		<title>Talk:Better Call Saul - Season 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Better_Call_Saul_-_Season_2&amp;diff=1206122"/>
		<updated>2018-08-14T11:38:43Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Dope? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dope? ==&lt;br /&gt;
&lt;br /&gt;
The caption for the bottom pic of the m40 says &amp;quot;dialing in the dope&amp;quot;. Is this a gun term I'm unfamiliar with or is it a typo? I'm assuming it's meant to say &amp;quot;diop&amp;quot;.&lt;br /&gt;
:In the context of sniping, DOPE can stand for data on personal equipment. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 16:03, 2 August 2016 (EDT)&lt;br /&gt;
:: Does the term make sense in the context it's used on the caption? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 10:55, 3 August 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It could. In sniping DOPE also refers to the Data On Previous Engagement book that a sniper would carry. In that book they'd enter the lot number of their ammunition, altitude, humidity, wind speed and direction and temperature after the rifle is zeroed. When they encounter similar conditions they can quickly dial in the scope for an accurate shot. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 07:38, 14 August 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Missing firearms ==&lt;br /&gt;
&lt;br /&gt;
We are still missing a few firearms. For instance, Mike has been seen with a nickel SIG-Sauer P220 variant. I think it's a nickel SIG-Sauer P226. But theres still a few missing. --[[User:Bauer2121|Bauer2121]] ([[User talk:Bauer2121|talk]]) 19:21, 2 August 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
This might've been the Sig in darkness but in one episode we see Mike cocking what could be a 1911 in his car. It's propably the Sig though. Also when we see Mike searching his house with the Sig the profile seems a bit blocky, thinking it might've been a non gun or other prop/replica. It would make sense for them to use a prop due to pistol whipping for safety reasons --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 10:54, 3 August 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
: If you want to see a firearm listed, it's best to indicate what episode it is from.   --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 20:16, 24 September 2016 (EDT)&lt;br /&gt;
: : The Nickel plated SIG appears in Amarillo (S2E03) and Bali Ha'i (S2E06). Aside from that, I don't think it appeared in any other episodes.--[[User:Bauer2121|Bauer2121]] ([[User talk:Bauer2121|talk]]) 16:39, 25 September 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think I got everything.  Let me know if I missed one.  --[[User:LordOfTheLocusts|LordOfTheLocusts]] ([[User talk:LordOfTheLocusts|talk]]) 02:35, 19 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Please help ID==&lt;br /&gt;
Please help ID the revolver. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 20:16, 24 September 2016 (EDT)&lt;br /&gt;
[[File:BCSS2E09 06.jpg|thumb|none|600px| (S2E09)]]&lt;br /&gt;
[[File:BCSS2E09 08.jpg|thumb|none|600px| (S2E09)]]&lt;br /&gt;
&lt;br /&gt;
Think it's a [[Llama Comanche]]. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 02:04, 25 September 2016 (EDT)&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Better_Call_Saul_-_Season_2&amp;diff=1206121</id>
		<title>Talk:Better Call Saul - Season 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Better_Call_Saul_-_Season_2&amp;diff=1206121"/>
		<updated>2018-08-14T11:38:27Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Dope? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dope? ==&lt;br /&gt;
&lt;br /&gt;
The caption for the bottom pic of the m40 says &amp;quot;dialing in the dope&amp;quot;. Is this a gun term I'm unfamiliar with or is it a typo? I'm assuming it's meant to say &amp;quot;diop&amp;quot;.&lt;br /&gt;
:In the context of sniping, DOPE can stand for data on personal equipment. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 16:03, 2 August 2016 (EDT)&lt;br /&gt;
:: Does the term make sense in the context it's used on the caption? --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 10:55, 3 August 2016 (EDT)&lt;br /&gt;
::It could. In sniping DOPE also refers to the Data On Previous Engagement book that a sniper would carry. In that book they'd enter the lot number of their ammunition, altitude, humidity, wind speed and direction and temperature after the rifle is zeroed. When they encounter similar conditions they can quickly dial in the scope for an accurate shot. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 07:38, 14 August 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Missing firearms ==&lt;br /&gt;
&lt;br /&gt;
We are still missing a few firearms. For instance, Mike has been seen with a nickel SIG-Sauer P220 variant. I think it's a nickel SIG-Sauer P226. But theres still a few missing. --[[User:Bauer2121|Bauer2121]] ([[User talk:Bauer2121|talk]]) 19:21, 2 August 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
This might've been the Sig in darkness but in one episode we see Mike cocking what could be a 1911 in his car. It's propably the Sig though. Also when we see Mike searching his house with the Sig the profile seems a bit blocky, thinking it might've been a non gun or other prop/replica. It would make sense for them to use a prop due to pistol whipping for safety reasons --[[User:Slemke1998|Slemke1998]] ([[User talk:Slemke1998|talk]]) 10:54, 3 August 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
: If you want to see a firearm listed, it's best to indicate what episode it is from.   --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 20:16, 24 September 2016 (EDT)&lt;br /&gt;
: : The Nickel plated SIG appears in Amarillo (S2E03) and Bali Ha'i (S2E06). Aside from that, I don't think it appeared in any other episodes.--[[User:Bauer2121|Bauer2121]] ([[User talk:Bauer2121|talk]]) 16:39, 25 September 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think I got everything.  Let me know if I missed one.  --[[User:LordOfTheLocusts|LordOfTheLocusts]] ([[User talk:LordOfTheLocusts|talk]]) 02:35, 19 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Please help ID==&lt;br /&gt;
Please help ID the revolver. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 20:16, 24 September 2016 (EDT)&lt;br /&gt;
[[File:BCSS2E09 06.jpg|thumb|none|600px| (S2E09)]]&lt;br /&gt;
[[File:BCSS2E09 08.jpg|thumb|none|600px| (S2E09)]]&lt;br /&gt;
&lt;br /&gt;
Think it's a [[Llama Comanche]]. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 02:04, 25 September 2016 (EDT)&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Gerard_Butler&amp;diff=1184127</id>
		<title>Gerard Butler</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Gerard_Butler&amp;diff=1184127"/>
		<updated>2018-05-09T18:15:23Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:OHF-P229.jpg|thumb|right|400px|Gerard Butler fires a [[SIG-Sauer P229 E2]] as Mike Banning in ''[[Olympus Has Fallen]]'' (2013).]]&lt;br /&gt;
[[Image:MGP GButler.jpg|thumb|right|400px|Gerard Butler with an [[Norinco Type 56-1]] as Sam Childers in ''[[Machine Gun Preacher]]'' (2011).]]&lt;br /&gt;
[[Image:Gamer 013.JPG|thumb|right|400px|Gerard Butler runs with a [[Heckler &amp;amp; Koch G36K]] rifle as Kable in ''[[Gamer]]'' (2009).]]&lt;br /&gt;
[[File:Den 125.jpg|thumb|right|400px|Gerard Butler runs with an [[FN SCAR-L]] as Det. &amp;quot;Big Nick&amp;quot; O'Brien in ''[[Den of Thieves]]'' (2018).]]&lt;br /&gt;
&lt;br /&gt;
{{Actor Title}}&lt;br /&gt;
&lt;br /&gt;
==Film==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;font-size: 95%;&amp;quot; border=&amp;quot;1&amp;quot; style=&amp;quot;border: 1px solid #D0E7FF; background-color:#ffffff; text-align:left; font-size: 95%&amp;quot;&lt;br /&gt;
|-bgcolor=#D0E7FF&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;275&amp;quot;|'''Gun'''&lt;br /&gt;
!align=center bgcolor=#DOE7FF width=&amp;quot;175&amp;quot;|'''Character'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;300&amp;quot;|'''Title'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;250&amp;quot;|'''Note'''&lt;br /&gt;
!align=center bgcolor=#D0E7FF width=&amp;quot;50&amp;quot;|'''Date'''&lt;br /&gt;
|-&lt;br /&gt;
| [[FN FAL#L1A1|L1A1 SLR]] || Creedy || ''[[Reign of Fire]]'' ||  || 2002&lt;br /&gt;
|-&lt;br /&gt;
| [[Heckler &amp;amp; Koch G36C]] || Terry Sheridan || ''[[Tomb Raider: The Cradle of Life]]'' || scoped, suppressed || 2003&lt;br /&gt;
|-&lt;br /&gt;
| [[Browning BDA]] || Terry Sheridan || ''[[Tomb Raider: The Cradle of Life]]'' || || 2003&lt;br /&gt;
|-&lt;br /&gt;
| [[AKS-74U]] || One Two || ''[[RocknRolla]]'' || || 2008&lt;br /&gt;
|-&lt;br /&gt;
| [[Mateba Model 6 Unica]] || Kable || ''[[Gamer]]'' || dressed up || 2009&lt;br /&gt;
|-&lt;br /&gt;
| [[Beretta 92FS]] || Kable || ''[[Gamer]]'' || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| [[FN Five-seveN]] || Kable || ''[[Gamer]]'' || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| [[Heckler &amp;amp; Koch G36KV]] || Kable || ''[[Gamer]]'' || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| [[Heckler &amp;amp; Koch G36C]] || Kable || ''[[Gamer]]'' || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| [[Cobray 37mm Launcher]] || Kable || ''[[Gamer]]'' || underslung on the G36C || 2009&lt;br /&gt;
|-&lt;br /&gt;
| [[Saiga 12K]] || Kable || ''[[Gamer]]'' || heavily customized || 2009&lt;br /&gt;
|-&lt;br /&gt;
| [[Glock 17]] || Clyde Shelton || ''[[Law Abiding Citizen]]'' || || 2009&lt;br /&gt;
|-&lt;br /&gt;
| [[Glock 19]] || Milo Boyd || ''[[Bounty Hunter, The|The Bounty Hunter]]'' || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| Snubnose revolver || Milo Boyd || ''[[Bounty Hunter, The|The Bounty Hunter]]'' || || 2010&lt;br /&gt;
|-&lt;br /&gt;
| [[Zastava M70AB2]] || Tullus Aufidius || ''[[Coriolanus]]'' || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| [[SIG-Sauer P226]] || Tullus Aufidius || ''[[Coriolanus]]'' || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| [[Norinco Type 56-1]] || Sam Childers || ''[[Machine Gun Preacher]]'' || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| [[RPG-7]] || Sam Childers || ''[[Machine Gun Preacher]]'' || || 2011&lt;br /&gt;
|-&lt;br /&gt;
| [[J.C. Higgins Model 20]] || Sam Childers || ''[[Machine Gun Preacher]]'' || sawn-off || 2011&lt;br /&gt;
|-&lt;br /&gt;
| [[Vektor R5]] || Sam Childers || ''[[Machine Gun Preacher]]'' || mocked up as [[Norinco Type 56C]] || 2011&lt;br /&gt;
|-&lt;br /&gt;
| [[Vektor R4]] || Sam Childers || ''[[Machine Gun Preacher]]'' || mocked up as [[AKMS]] || 2011&lt;br /&gt;
|-&lt;br /&gt;
| [[Mauser 98 Sporter]] || Sam Childers || ''[[Machine Gun Preacher]]'' ||  || 2011&lt;br /&gt;
|-&lt;br /&gt;
| [[Mossberg 500]] || Sam Childers || ''[[Machine Gun Preacher]]'' ||  || 2011&lt;br /&gt;
|-&lt;br /&gt;
| [[Colt Government Model HBAR]] || Sam Childers || ''[[Machine Gun Preacher]]'' ||  || 2011&lt;br /&gt;
|-&lt;br /&gt;
| [[SIG-Sauer P229 E2]] || Mike Banning || ''[[Olympus Has Fallen]]'' || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| [[Glock 17]] || Mike Banning || ''[[Olympus Has Fallen]]'' || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| [[Heckler &amp;amp; Koch MP5A3]] || Mike Banning || ''[[Olympus Has Fallen]]'' || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| [[RPG-7]] || Mike Banning || ''[[Olympus Has Fallen]]'' || || 2013&lt;br /&gt;
|-&lt;br /&gt;
| [[SIG-Sauer P229R]] || Mike Banning || ''[[London Has Fallen]]'' || || 2016&lt;br /&gt;
|-&lt;br /&gt;
| [[Heckler &amp;amp; Koch HK416]] || Mike Banning || ''[[London Has Fallen]]'' || || 2016&lt;br /&gt;
|-&lt;br /&gt;
| [[Norinco Type 56-1]] || Mike Banning || ''[[London Has Fallen]]'' || || 2016&lt;br /&gt;
|-&lt;br /&gt;
| [[Heckler &amp;amp; Koch G36C]] || Mike Banning || ''[[London Has Fallen]]'' || stock folded || 2016&lt;br /&gt;
|-&lt;br /&gt;
| [[FN SCAR-L]] || Det. &amp;quot;Big Nick&amp;quot; O'Brien || ''[[Den of Thieves]]'' || || 2018&lt;br /&gt;
|-&lt;br /&gt;
| [[FN FNX Tactical 45]] || Det. &amp;quot;Big Nick&amp;quot; O'Brien || ''[[Den of Thieves]]'' || C-MORE STS red dot sight || 2018&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Actor]]&lt;br /&gt;
[[Category:Actor Male]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Den_of_Thieves&amp;diff=1184064</id>
		<title>Den of Thieves</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Den_of_Thieves&amp;diff=1184064"/>
		<updated>2018-05-09T08:03:29Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name=''Den of Thieves''&lt;br /&gt;
|picture=DOT.jpg&lt;br /&gt;
|caption=''Theatrical Release Poster''&lt;br /&gt;
|country=[[Image:USA.jpg|25px]] United States&lt;br /&gt;
|director=Christian Gudegast&lt;br /&gt;
|date= 2018&lt;br /&gt;
|studio=&lt;br /&gt;
|distributor=STXfilms&lt;br /&gt;
|character1=Det. &amp;quot;Big Nick&amp;quot; O'Brien &lt;br /&gt;
|actor1=[[Gerard Butler]]&lt;br /&gt;
|character2=Ray Merrimen&lt;br /&gt;
|actor2=[[Pablo Schreiber]] &lt;br /&gt;
|character3=Levi Enson&lt;br /&gt;
|actor3=[[Curtis &amp;quot;50 Cent&amp;quot; Jackson]] &lt;br /&gt;
|character4=Donnie Wilson&lt;br /&gt;
|actor4=[[O'Shea Jackson Jr.]] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
 &lt;br /&gt;
=Handguns=&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
The [[SIG-Sauer P226]] is one of the handguns used by Merrimen ([[Pablo Schreiber]]).&lt;br /&gt;
[[Image:SigP226.jpg|thumb|none|300px|SIG-Sauer P226 - 9x19mm]]&lt;br /&gt;
[[File:Den 149.jpg|thumb|none|600px|The [[SIG-Sauer P226]] is used by Merrimen ([[Pablo Schreiber]]).]]&lt;br /&gt;
 &lt;br /&gt;
==FN FNX Tactical 45==&lt;br /&gt;
LA Sheriff's Department Det. &amp;quot;Big Nick&amp;quot; O'Brien ([[Gerard Butler]]) carries an [[FN FNX Tactical 45]] with a C-MORE STS red dot sight.&lt;br /&gt;
[[File:FNX45T.jpg|thumb|none|300px|FNX-45 Tactical - .45 ACP]]&lt;br /&gt;
[[File:DenFN45.jpg|thumb|none|550px|A production image of &amp;quot;Big Nick&amp;quot; with his pistol.]]&lt;br /&gt;
[[File:Den 148.jpg|thumb|none|603px|Det. &amp;quot;Big Nick&amp;quot; O'Brien ([[Gerard Butler]]) fires the pistol while on a shooting range.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK45C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK45C]] also appears to be used by Merrimen ([[Pablo Schreiber]]).&lt;br /&gt;
[[Image:HK45C.jpg|thumb|none|300px|Heckler &amp;amp; Koch HK45C - .45 ACP]]&lt;br /&gt;
[[File:Den of Thieves P30.jpg|thumb|none|550px|A production image of the [[Heckler &amp;amp; Koch HK45C]] being used by Merrimen ([[Pablo Schreiber]]) to threaten Donnie ([[O'Shea Jackson Jr.]]).]]&lt;br /&gt;
[[File:Den 127.jpg|thumb|none|600px|The [[Heckler &amp;amp; Koch HK45C]] also appears to be used by Merrimen ([[Pablo Schreiber]]).]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPQ Tactical==&lt;br /&gt;
Levi Enson ([[Curtis &amp;quot;50 Cent&amp;quot; Jackson]]) also carries the tactical model of the [[Walther PPQ]].&lt;br /&gt;
[[Image:WaltherPPQ Tact.jpg|thumb|none|300px|Walther PPQ Tactical - 9x19mm]]&lt;br /&gt;
[[File:Den 143.jpg|thumb|none|600px|The pistol is held in the air.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
== FN SCAR-L ==&lt;br /&gt;
The [[FN SCAR-L]] is used by Det. &amp;quot;Big Nick&amp;quot; O'Brien ([[Gerard Butler]]).&lt;br /&gt;
[[Image:Scar l std.jpg|thumb|450px|none|FN SCAR-L STD - 5.56x45mm]]&lt;br /&gt;
[[File:Den 125.jpg|thumb|none|600px|The [[FN SCAR-L]] is used by Det. &amp;quot;Big Nick&amp;quot; O'Brien ([[Gerard Butler]]).]]&lt;br /&gt;
[[File:Den 117.jpg|thumb|none|600px|O'Brien retrieves his SCAR-L from the Regulators armory.]]&lt;br /&gt;
[[File:Den 134.jpg|thumb|none|600px|O'Brien opens fire on Merrimen and his crew with the SCAR-L.]]&lt;br /&gt;
&lt;br /&gt;
==Daniel Defense DDM4 MK18==&lt;br /&gt;
The [[Daniel Defense DDM4 MK18]] is primarily used by Bo 'Bosco' Ostroman ([[Evan Jones]]), a member of Merrimen's crew.&lt;br /&gt;
[[File:DDM4 MK18.jpg|thumb|none|400px|Daniel Defense DDM4 MK18 with Magpul MOE stock and Magpul PMAG magazine - 5.56x45mm]]&lt;br /&gt;
[[File:Den 104.jpg|thumb|none|600px|The [[Daniel Defense DDM4 MK18]] is used by Bo 'Bosco' Ostroman ([[Evan Jones]]), one of Merrimen's crew.]]&lt;br /&gt;
[[File:Den 111.jpg|thumb|none|600px|Bosco uses his DDM4 MK18 to destroy a bank security camera.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416 D10RS==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416|Heckler &amp;amp; Koch HK416 D10RS]] is used by Merrimen. &lt;br /&gt;
[[File:HK416DModo.jpg|thumb|none|400px|HK416 D10RS with M68 Aimpoint and Troy VFG – 5.56x45mm NATO]]&lt;br /&gt;
[[File:Den 112.jpg|thumb|none|600px|Merrimen trains his HK416 on the branch manager during the bank heist.]]&lt;br /&gt;
&lt;br /&gt;
==CAA Tactical RONI-SI1==&lt;br /&gt;
What appears to be a [[SIG-Sauer P226]] mounted in a [[CAA Tactical RONI|CAA Tactical RONI-SI1]] is seen in the hands of Levi Enson ([[Curtis &amp;quot;50 Cent&amp;quot; Jackson]]).&lt;br /&gt;
[[File:CAA RONI-SI1.jpg|thumb|none|400px|CAA Tactical RONI-SI1 with a SIG-Sauer P226 mounted underneath with foregrip extended out.]]&lt;br /&gt;
[[File:Den 106.jpg|thumb|none|600px|The [[CAA Tactical RONI|CAA Tactical RONI-SI1]] is used during the opening heist.]]&lt;br /&gt;
[[File:Den 123.jpg|thumb|none|600px|A [[CAA Tactical RONI|CAA Tactical RONI-SI1]] is seen in the hands of Levi Enson ([[Curtis &amp;quot;50 Cent&amp;quot; Jackson]]).]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
The [[M4A1 Carbine]] is wielded multiple times in the movie.&lt;br /&gt;
[[Image:ColtM4A1.jpg|thumb|none|450px|Colt M4A1 - 5.56mm]]&lt;br /&gt;
[[File:Den 101.jpg|thumb|none|600px|Merrimen hands off an M4A1 to Donnie ([[O'Shea Jackson Jr.]]).]]&lt;br /&gt;
[[File:Den 124.jpg|thumb|none|600px|The M4A1 is used by Det.'Tony Z' Zapata ([[Kaiwi Lyman]]) .]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
== M249 SAW Paratrooper ==&lt;br /&gt;
An [[M249 SAW]] Paratrooper is used by Merrimen ([[Pablo Schreiber]]).&lt;br /&gt;
[[Image:Fn mg m249para11-1-.jpg|thumb|none|450px|M249 SAW Paratrooper - 5.56x45mm.]]&lt;br /&gt;
[[File:Den 128.jpg|thumb|none|600px|An [[M249 SAW]] Paratrooper is used by Merrimen ([[Pablo Schreiber]]).]]&lt;br /&gt;
[[File:Den 153.jpg|thumb|none|600px|Merrimen fires the M249.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Movie]] &lt;br /&gt;
[[Category: Drama]]&lt;br /&gt;
[[Category: Detective]]&lt;br /&gt;
[[Category:Crime]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Umbrella_Corps&amp;diff=1167281</id>
		<title>Umbrella Corps</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Umbrella_Corps&amp;diff=1167281"/>
		<updated>2018-03-11T07:37:42Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Beretta 92FS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:resident-evil-umbrella-corps.jpg|thumb|right|300px|''Umbrella Corps'' (2016)]]&lt;br /&gt;
&lt;br /&gt;
'''''Umbrella Corps''''' is a 2016 third-person multiplayer tactical shooter for PC and PS4 systems. This game is a spinoff of the ''[[Resident Evil]]'' video game series and is set after the events of ''[[Resident Evil 6]]'' and ''[[Resident Evil: Revelations 2]]'', but shortly before ''[[Resident Evil 7: Biohazard]]''.&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
= Handguns =&lt;br /&gt;
&lt;br /&gt;
== Beretta 92FS ==&lt;br /&gt;
The [[Beretta 92FS]] is called the &amp;quot;Samurai Edge SP&amp;quot; in-game. Described as the Samurais Edge's base model. The gun is unlocked at level 12.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Samurai Edge SP.jpg|thumb|none|300px|Samurai Edge SP - Famous gun that serves as the base model for the Samurai Edge. A very versatile weapon.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 92FS &amp;quot;Samurai Edge&amp;quot; ==&lt;br /&gt;
Known as the &amp;quot;Samurai Edge SP&amp;quot; in-game. The classic S.T.A.R.S. custom [[Beretta 92FS]] from Resident Evil 0, 1, and 3. The gun is unlocked at level 39.&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|300px|Airsoft Replica of the Beretta 92FS &amp;quot;Samurai Edge&amp;quot; Custom from the Resident Evil videogame franchise.]]&lt;br /&gt;
[[File:Samurai Edge.jpg|thumb|none|300px|Samurai Edge - The official weapon used by S.T.A.R.S. team. It's refinement makes it an everlasting favorite.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 93R ==&lt;br /&gt;
The [[Beretta 93R]] is called the &amp;quot;TN-12AX Falco&amp;quot; for the normal version and &amp;quot;TN-12 AX Falco SP&amp;quot; for the cross version in-game. A fictional 5-burst version is listed as &amp;quot;TN-12 R.P.D. SP&amp;quot;. The normal version is unlocked at level 23, the cross version is unlocked at level 35 and the 5-burst version is made available for free with the 07/15/16 update.&lt;br /&gt;
[[Image:Beretta M93.jpg|thumb|none|300px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:TN-12AX Falco.jpg|thumb|none|300px|TN-12AX Falco - Handgun with a 3-point burst. That ability is sure to come in handy in close-range battles.]]&lt;br /&gt;
[[File:TN-12 AX Falco SP.jpg|thumb|none|300px|TN-12 AX Falco SP - Lightweight for ease of movement with a 3-point burst. Score a direct hit for PDW-like results.]]&lt;br /&gt;
[[File:TN-12 R.P.D. SP.jpg|thumb|none|300px|TN-12 R.P.D. SP - Special weapon customized with a 5-point burst. Requires a more steady hand than the other weapons.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Python ==&lt;br /&gt;
The [[Colt Python]] is called the &amp;quot;MAG-REV&amp;quot; in-game. A second more powerful and accurate version is called the &amp;quot;MAG-REV Umbrella&amp;quot;. The first version is unlocked at level 31 and the second version is made available for free with the 08/09/16 update. &lt;br /&gt;
[[Image:ColtPython6In.jpg|thumb|300px|none|Nickel plated Colt Python with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:MAG-REV.jpg|thumb|none|300px|MAG-REV - Highly powerful revolver. It's simple, classic construction makes it reliable and very versatile.]]&lt;br /&gt;
[[File:MAG-REV Umbrella.jpg|thumb|none|300px|MAG-REV Umbrella - An updated revolver that keeps its firepower even at long distances. Fully compliments your battle style.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Eagle Mark XIX ==&lt;br /&gt;
The [[Desert Eagle]] Mk.XIX (lack of ridges on the top of the barrel) is called the &amp;quot;Lightning Hawk&amp;quot; in-game. The gun is unlocked at level 17.&lt;br /&gt;
[[File:Desert-Eagle.jpeg|thumb|none|300px|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:Lightning Hawk.jpg|thumb|none|300px|Lightning Hawk - Handgun with high firepower. Pierces through zombies and has been adapted for CQB use.]]&lt;br /&gt;
&lt;br /&gt;
== Glock 19 ==&lt;br /&gt;
The [[Glock 19]] is called the &amp;quot;Blackjack&amp;quot; in-game. One of the three base weapons.&lt;br /&gt;
[[Image:Glock19pistol.jpg|thumb|none|300px|Glock 19 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:Blackjack.jpg|thumb|none|300px|Blackjack - Excellent designed weapon that's versatile. It's functionality makes it ideal for anyone.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch P8 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P8]] is called the &amp;quot;Grey Fox&amp;quot; in-game. This is the ''Bundeswehr''-issue variant used by all B.S.A.A. members in Resident Evil 5. The gun is unlock at level 8.&lt;br /&gt;
[[Image:Pistole-p8.jpg|thumb|none|300px|Heckler &amp;amp; Koch P8 - 9x19mm]]&lt;br /&gt;
[[File:Grey Fox.jpg|thumb|none|300px|Grey Fox - A unique yet highly-dependable gun. Well-balanced, it's a soldier's favorite.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch VP70M ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch VP70|VP70M]] is called the &amp;quot;418 Matilda SP&amp;quot; in-game for the cross and crossless models. These guns are unlocked with the Upgrade Pack DLC.&lt;br /&gt;
[[File:VP-70.jpg|thumb|none|350px|Heckler &amp;amp; Koch VP70M with stock - 9x19mm]]&lt;br /&gt;
[[File:418 Matilda SP.jpg|thumb|none|300px|418 Matilda SP - Matilda with a 3-point burst. Lightweight for good maneuverability, but lacks in killing power.]]&lt;br /&gt;
[[File:418 Matilda SP (HG).jpg|thumb|none|300px|418 Matilda SP (HG) - Reformed internal structure while keeping it's unique look. Well-balanced, it's a soldier's favorite.]]&lt;br /&gt;
&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
The [[Luger P08]] is called the &amp;quot;Wolfsbane&amp;quot; in-game. The gun is unlocked at level 49.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:Wolfsbane.jpg|thumb|none|300px|Wolfsbane - Uses reinforced bullets to puncture skulls. A classic that excels in certain situations.]]&lt;br /&gt;
&lt;br /&gt;
== Walther P99 ==&lt;br /&gt;
The [[Walther P99]] is called the &amp;quot;R39 Swamp Rat AZ&amp;quot; in-game. The gun is unlocked at level 2.&lt;br /&gt;
[[Image:Walther-P99-Pistol.jpg|thumb|none|300px|Walther P99 - 9x19mm]]&lt;br /&gt;
[[Image:R39 Swamp Rat AZ.jpg|thumb|none|300px|R39 Swamp Rat AZ - Compact body but with  high firepower. This well balanced gun is the total package.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7A2 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] is called &amp;quot;JP Granate AZ&amp;quot; in-game. The gun is unlocked at level 3. &lt;br /&gt;
[[File:MP7A2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:JP Granate AZ.jpg|thumb|300px|none|JP Granate AZ - Compact PDW that uses zombie-piercing ammo. Does great head damage, but you'll need good aim.]]&lt;br /&gt;
&lt;br /&gt;
== Magpul FMG-9 ==&lt;br /&gt;
The [[Magpul FMG-9]] is called the &amp;quot;Blackjack Custom&amp;quot; in-game. The gun is unlock at level 25.&lt;br /&gt;
[[Image:MagpulFMG-9.jpg|thumb|none|400px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
[[Image:Blackjack Custom.jpg|thumb|none|300px|Blackjack Custom - PDW with blackjack parts and a high fire rate. Great for fast paced battles, but runs low on ammo.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
The [[TDI Vector]] is called the &amp;quot;K-12 AX&amp;quot; in-game. One of the three base weapons.&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI / KRISS USA Gen I Vector - .45 ACP]]  &lt;br /&gt;
[[File:K-12 AX.jpg|thumb|none|300px|K-12 AX - Boasts a rapid fire rate. Good for taking out side-strafing enemies but runs out of bullets quickly.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
== Knight's Armament Company PDW ==&lt;br /&gt;
The [[Knight's Armament PDW|Knight's Armament Company PDW]] is called the &amp;quot;Lancer CQBZ Ver.&amp;quot; in-game. The gun is unlocked at level 55.&lt;br /&gt;
[[file:KAC PDW 10in.jpg|thumb|none|400px|Knight's Armament Company PDW - 6x35mm]]&lt;br /&gt;
[[file:Lancer CQBZ Ver..jpg|thumb|none|300px|Lancer CQBZ Ver. - Assault rifle-like gun customized for CQBZ combat. Extremely powerful, it shines at long range.]]&lt;br /&gt;
&lt;br /&gt;
== Magpul PDR-C ==&lt;br /&gt;
The [[Magpul PDR|Magpul PDR-C]] is called the &amp;quot;Warthog&amp;quot; in-game. The gun unlocks at level 9.&lt;br /&gt;
[[Image:MagpulpdrC.jpg|thumb|none|400px|Magpul PDR-C - 5.56x45mm]]&lt;br /&gt;
[[Image:Warthog.jpg|thumb|none|300px|Warthog - Unique PDW design with zombie-piercing ammo. Powerful but with a low rapid-fire rate for a PDW.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Atchisson AA-12 ==&lt;br /&gt;
The [[AA-12]] is called the &amp;quot;Waltham&amp;quot; in-game. A second version with an increased fire-rate is called the &amp;quot;Waltham BSAA&amp;quot;. The first version is unlocked at level 14 and the second version is made available for free with the 08/09/16 update. &lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|450px|none|MPS AA-12 - 12 Gauge]]&lt;br /&gt;
[[File:Waltham.jpg|thumb|none|300px|Waltham - A special fully-automatic rapid-fire shotgun. Short, close bursts of power, but long reload times.]]&lt;br /&gt;
[[File:Waltham BSAA.jpg|thumb|none|300px|Waltham BSAA - A Waltham with an increased rapid-fire rate. However the spread is decreased, requiring great aim.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec KSG ==&lt;br /&gt;
The [[Kel-Tec KSG]] is called the &amp;quot;Doberman Pincer&amp;quot; in-game. A second version with a reduced spread-rate is called the &amp;quot;D. Pincer U.S.S.&amp;quot;. The first version is one of the three base weapons and the second version unlocks at level 44.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Doberman Pincer.jpg|thumb|none|300px|Doberman Pincer - A shotgun with explosive close-range damage. With its spread you hardly need to aim at close range.]]&lt;br /&gt;
[[File:D. Pincer U.S.S..jpg|thumb|none|300px|D. Pincer U.S.S. - A shotgun with a customized spread rate. Best suited for pros who know when to use it.]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Umbrella_Corps&amp;diff=1167280</id>
		<title>Umbrella Corps</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Umbrella_Corps&amp;diff=1167280"/>
		<updated>2018-03-11T07:36:26Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:resident-evil-umbrella-corps.jpg|thumb|right|300px|''Umbrella Corps'' (2016)]]&lt;br /&gt;
&lt;br /&gt;
'''''Umbrella Corps''''' is a 2016 third-person multiplayer tactical shooter for PC and PS4 systems. This game is a spinoff of the ''[[Resident Evil]]'' video game series and is set after the events of ''[[Resident Evil 6]]'' and ''[[Resident Evil: Revelations 2]]'', but shortly before ''[[Resident Evil 7: Biohazard]]''.&lt;br /&gt;
&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
= Handguns =&lt;br /&gt;
&lt;br /&gt;
== Beretta 92FS ==&lt;br /&gt;
The [[Beretta 92FS]] is called the &amp;quot;Samurai Edge SP&amp;quot; in-game. Described as the Samurai's Edge base model. The gun is unlocked at level 12.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[File:Samurai Edge SP.jpg|thumb|none|300px|Samurai Edge SP - Famous gun that serves as the base model for the Samurai Edge. A very versatile weapon.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 92FS &amp;quot;Samurai Edge&amp;quot; ==&lt;br /&gt;
Known as the &amp;quot;Samurai Edge SP&amp;quot; in-game. The classic S.T.A.R.S. custom [[Beretta 92FS]] from Resident Evil 0, 1, and 3. The gun is unlocked at level 39.&lt;br /&gt;
[[File:STARGun.jpg|thumb|none|300px|Airsoft Replica of the Beretta 92FS &amp;quot;Samurai Edge&amp;quot; Custom from the Resident Evil videogame franchise.]]&lt;br /&gt;
[[File:Samurai Edge.jpg|thumb|none|300px|Samurai Edge - The official weapon used by S.T.A.R.S. team. It's refinement makes it an everlasting favorite.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 93R ==&lt;br /&gt;
The [[Beretta 93R]] is called the &amp;quot;TN-12AX Falco&amp;quot; for the normal version and &amp;quot;TN-12 AX Falco SP&amp;quot; for the cross version in-game. A fictional 5-burst version is listed as &amp;quot;TN-12 R.P.D. SP&amp;quot;. The normal version is unlocked at level 23, the cross version is unlocked at level 35 and the 5-burst version is made available for free with the 07/15/16 update.&lt;br /&gt;
[[Image:Beretta M93.jpg|thumb|none|300px|Beretta 93R with wood grips - 9x19mm]]&lt;br /&gt;
[[File:TN-12AX Falco.jpg|thumb|none|300px|TN-12AX Falco - Handgun with a 3-point burst. That ability is sure to come in handy in close-range battles.]]&lt;br /&gt;
[[File:TN-12 AX Falco SP.jpg|thumb|none|300px|TN-12 AX Falco SP - Lightweight for ease of movement with a 3-point burst. Score a direct hit for PDW-like results.]]&lt;br /&gt;
[[File:TN-12 R.P.D. SP.jpg|thumb|none|300px|TN-12 R.P.D. SP - Special weapon customized with a 5-point burst. Requires a more steady hand than the other weapons.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Python ==&lt;br /&gt;
The [[Colt Python]] is called the &amp;quot;MAG-REV&amp;quot; in-game. A second more powerful and accurate version is called the &amp;quot;MAG-REV Umbrella&amp;quot;. The first version is unlocked at level 31 and the second version is made available for free with the 08/09/16 update. &lt;br /&gt;
[[Image:ColtPython6In.jpg|thumb|300px|none|Nickel plated Colt Python with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[File:MAG-REV.jpg|thumb|none|300px|MAG-REV - Highly powerful revolver. It's simple, classic construction makes it reliable and very versatile.]]&lt;br /&gt;
[[File:MAG-REV Umbrella.jpg|thumb|none|300px|MAG-REV Umbrella - An updated revolver that keeps its firepower even at long distances. Fully compliments your battle style.]]&lt;br /&gt;
&lt;br /&gt;
== Desert Eagle Mark XIX ==&lt;br /&gt;
The [[Desert Eagle]] Mk.XIX (lack of ridges on the top of the barrel) is called the &amp;quot;Lightning Hawk&amp;quot; in-game. The gun is unlocked at level 17.&lt;br /&gt;
[[File:Desert-Eagle.jpeg|thumb|none|300px|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:Lightning Hawk.jpg|thumb|none|300px|Lightning Hawk - Handgun with high firepower. Pierces through zombies and has been adapted for CQB use.]]&lt;br /&gt;
&lt;br /&gt;
== Glock 19 ==&lt;br /&gt;
The [[Glock 19]] is called the &amp;quot;Blackjack&amp;quot; in-game. One of the three base weapons.&lt;br /&gt;
[[Image:Glock19pistol.jpg|thumb|none|300px|Glock 19 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:Blackjack.jpg|thumb|none|300px|Blackjack - Excellent designed weapon that's versatile. It's functionality makes it ideal for anyone.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch P8 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch P8]] is called the &amp;quot;Grey Fox&amp;quot; in-game. This is the ''Bundeswehr''-issue variant used by all B.S.A.A. members in Resident Evil 5. The gun is unlock at level 8.&lt;br /&gt;
[[Image:Pistole-p8.jpg|thumb|none|300px|Heckler &amp;amp; Koch P8 - 9x19mm]]&lt;br /&gt;
[[File:Grey Fox.jpg|thumb|none|300px|Grey Fox - A unique yet highly-dependable gun. Well-balanced, it's a soldier's favorite.]]&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch VP70M ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch VP70|VP70M]] is called the &amp;quot;418 Matilda SP&amp;quot; in-game for the cross and crossless models. These guns are unlocked with the Upgrade Pack DLC.&lt;br /&gt;
[[File:VP-70.jpg|thumb|none|350px|Heckler &amp;amp; Koch VP70M with stock - 9x19mm]]&lt;br /&gt;
[[File:418 Matilda SP.jpg|thumb|none|300px|418 Matilda SP - Matilda with a 3-point burst. Lightweight for good maneuverability, but lacks in killing power.]]&lt;br /&gt;
[[File:418 Matilda SP (HG).jpg|thumb|none|300px|418 Matilda SP (HG) - Reformed internal structure while keeping it's unique look. Well-balanced, it's a soldier's favorite.]]&lt;br /&gt;
&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
The [[Luger P08]] is called the &amp;quot;Wolfsbane&amp;quot; in-game. The gun is unlocked at level 49.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:Wolfsbane.jpg|thumb|none|300px|Wolfsbane - Uses reinforced bullets to puncture skulls. A classic that excels in certain situations.]]&lt;br /&gt;
&lt;br /&gt;
== Walther P99 ==&lt;br /&gt;
The [[Walther P99]] is called the &amp;quot;R39 Swamp Rat AZ&amp;quot; in-game. The gun is unlocked at level 2.&lt;br /&gt;
[[Image:Walther-P99-Pistol.jpg|thumb|none|300px|Walther P99 - 9x19mm]]&lt;br /&gt;
[[Image:R39 Swamp Rat AZ.jpg|thumb|none|300px|R39 Swamp Rat AZ - Compact body but with  high firepower. This well balanced gun is the total package.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine Guns =&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch MP7A2 ==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7|Heckler &amp;amp; Koch MP7A2]] is called &amp;quot;JP Granate AZ&amp;quot; in-game. The gun is unlocked at level 3. &lt;br /&gt;
[[File:MP7A2.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP7A2 - 4.6x30mm]]&lt;br /&gt;
[[File:JP Granate AZ.jpg|thumb|300px|none|JP Granate AZ - Compact PDW that uses zombie-piercing ammo. Does great head damage, but you'll need good aim.]]&lt;br /&gt;
&lt;br /&gt;
== Magpul FMG-9 ==&lt;br /&gt;
The [[Magpul FMG-9]] is called the &amp;quot;Blackjack Custom&amp;quot; in-game. The gun is unlock at level 25.&lt;br /&gt;
[[Image:MagpulFMG-9.jpg|thumb|none|400px|Magpul FMG-9 - 9x19mm]]&lt;br /&gt;
[[Image:Blackjack Custom.jpg|thumb|none|300px|Blackjack Custom - PDW with blackjack parts and a high fire rate. Great for fast paced battles, but runs low on ammo.]]&lt;br /&gt;
&lt;br /&gt;
== TDI Vector ==&lt;br /&gt;
The [[TDI Vector]] is called the &amp;quot;K-12 AX&amp;quot; in-game. One of the three base weapons.&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI / KRISS USA Gen I Vector - .45 ACP]]  &lt;br /&gt;
[[File:K-12 AX.jpg|thumb|none|300px|K-12 AX - Boasts a rapid fire rate. Good for taking out side-strafing enemies but runs out of bullets quickly.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
== Knight's Armament Company PDW ==&lt;br /&gt;
The [[Knight's Armament PDW|Knight's Armament Company PDW]] is called the &amp;quot;Lancer CQBZ Ver.&amp;quot; in-game. The gun is unlocked at level 55.&lt;br /&gt;
[[file:KAC PDW 10in.jpg|thumb|none|400px|Knight's Armament Company PDW - 6x35mm]]&lt;br /&gt;
[[file:Lancer CQBZ Ver..jpg|thumb|none|300px|Lancer CQBZ Ver. - Assault rifle-like gun customized for CQBZ combat. Extremely powerful, it shines at long range.]]&lt;br /&gt;
&lt;br /&gt;
== Magpul PDR-C ==&lt;br /&gt;
The [[Magpul PDR|Magpul PDR-C]] is called the &amp;quot;Warthog&amp;quot; in-game. The gun unlocks at level 9.&lt;br /&gt;
[[Image:MagpulpdrC.jpg|thumb|none|400px|Magpul PDR-C - 5.56x45mm]]&lt;br /&gt;
[[Image:Warthog.jpg|thumb|none|300px|Warthog - Unique PDW design with zombie-piercing ammo. Powerful but with a low rapid-fire rate for a PDW.]]&lt;br /&gt;
&lt;br /&gt;
= Shotguns =&lt;br /&gt;
== Atchisson AA-12 ==&lt;br /&gt;
The [[AA-12]] is called the &amp;quot;Waltham&amp;quot; in-game. A second version with an increased fire-rate is called the &amp;quot;Waltham BSAA&amp;quot;. The first version is unlocked at level 14 and the second version is made available for free with the 08/09/16 update. &lt;br /&gt;
[[Image:AA12FullAutoShotGun.jpg|thumb|450px|none|MPS AA-12 - 12 Gauge]]&lt;br /&gt;
[[File:Waltham.jpg|thumb|none|300px|Waltham - A special fully-automatic rapid-fire shotgun. Short, close bursts of power, but long reload times.]]&lt;br /&gt;
[[File:Waltham BSAA.jpg|thumb|none|300px|Waltham BSAA - A Waltham with an increased rapid-fire rate. However the spread is decreased, requiring great aim.]]&lt;br /&gt;
&lt;br /&gt;
== Kel-Tec KSG ==&lt;br /&gt;
The [[Kel-Tec KSG]] is called the &amp;quot;Doberman Pincer&amp;quot; in-game. A second version with a reduced spread-rate is called the &amp;quot;D. Pincer U.S.S.&amp;quot;. The first version is one of the three base weapons and the second version unlocks at level 44.&lt;br /&gt;
[[File:Kel-Tec KSG Shotgun Oleg Volk 1.jpg|thumb|none|450px|Kel-Tec KSG with Magpul RVG foregrip - 12 gauge]]&lt;br /&gt;
[[File:Doberman Pincer.jpg|thumb|none|300px|Doberman Pincer - A shotgun with explosive close-range damage. With its spread you hardly need to aim at close range.]]&lt;br /&gt;
[[File:D. Pincer U.S.S..jpg|thumb|none|300px|D. Pincer U.S.S. - A shotgun with a customized spread rate. Best suited for pros who know when to use it.]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Resident Evil Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Zombie]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Horror]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Punisher_(2017_TV_Series)&amp;diff=1152803</id>
		<title>The Punisher (2017 TV Series)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Punisher_(2017_TV_Series)&amp;diff=1152803"/>
		<updated>2018-01-08T07:37:00Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Smith &amp;amp; Wesson M&amp;amp;P */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox TV|{{PAGENAME}}&lt;br /&gt;
|name=The Punisher&lt;br /&gt;
|picture=Punisher2017.jpg&lt;br /&gt;
|country=[[Image:USA.jpg|25px]] United States&lt;br /&gt;
|channel = [[Netflix]]&lt;br /&gt;
|genre = [[:Category:Drama|Drama]] &amp;lt;br&amp;gt; [[:Category:Crime|Crime]] &amp;lt;br&amp;gt; Superhero&lt;br /&gt;
|creator = &lt;br /&gt;
|dates=2017&lt;br /&gt;
|language= &lt;br /&gt;
|episodes =13&lt;br /&gt;
|character1=Frank Castle/The Punisher&lt;br /&gt;
|actor1=[[Jon Bernthal]]&lt;br /&gt;
|character2=Karen Page&lt;br /&gt;
|actor2=[[Deborah Ann Woll]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''The Punisher''''' is the 2017 [[Netflix]] series adaptation of the Marvel Comics character. Set in the [[Marvel Cinematic Universe]], the series stars [[Jon Bernthal]] as Frank Castle, aka &amp;quot;The Punisher&amp;quot;, who had previously been introduced in [[Daredevil - Season 2|Season 2]] of the [[Netflix]] series ''[[Daredevil]]''. In this series, Castle comes out of hiding when a conspiracy is uncovered that involves his service as a Marine fighting in Afghanistan. This version of ''The Punisher'' is the fourth such adaptation, following the feature films that were released in [[The Punisher (1989)|1989]], [[The Punisher (2004)|2004]], and [[Punisher: War Zone|2008]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TV Title|The Punisher}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Kimber Warrior==&lt;br /&gt;
During his service in Afghanistan, Frank carries a [[Kimber Warrior]] as his sidearm. He uses it in &amp;quot;Kandahar&amp;quot; (S1E03). Billy Russo appears to carry a Kimber Warrior in some episodes.&lt;br /&gt;
[[Image:KimberWarriorII.jpg|thumb|none|300px|Kimber Warrior - .45 ACP]]&lt;br /&gt;
[[File:Pm kimber.jpg|thumb|none|600px|Frank's Kimber from the &amp;quot;present day&amp;quot; story arc.]]&lt;br /&gt;
[[File:Pn 1911.jpg|thumb|none|600px|Billy Russo carrying his Kimber Warrior.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
Frank takes an [[M1911A1]] off a criminal in &amp;quot;3AM&amp;quot; (S1E01). He then uses it in several episodes.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|300px|none|Pre-War Colt M1911A1 Pistol Commercial - .45 ACP]]&lt;br /&gt;
[[File:PunisherS1E02 01.jpg|thumb|none|600px|Frank holds an [[M1911A1]] in &amp;quot;Two Dead Men&amp;quot; (S1E02).]]&lt;br /&gt;
[[File:PunisherS1E02 02.jpg|thumb|none|600px|Closeup of the [[M1911A1]] in &amp;quot;Two Dead Men&amp;quot; (S1E02).]]&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A [[Glock 17]] is used by ICE Special Agent in Charge Carson Wolf ([[C. Thomas Howell]]) in &amp;quot;Two Dead Men&amp;quot; (S1E02). Frank also uses the pistol in the episode.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|300px|3rd Generation Glock 17 - 9x19mm]]&lt;br /&gt;
[[File:PunisherS1E02 11.jpg|thumb|none|600px|A [[Glock 17]] is held by Special Agent in Charge Carson Wolf ([[C. Thomas Howell]]) in &amp;quot;Two Dead Men&amp;quot; (S1E02).]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
The [[Glock 19]] is used by NYPD officers as well as Sgt. Brett Mahoney ([[Royce Johnson]], reprising his role from [[Daredevil (2015)|Daredevil]] and [[Jessica Jones]]) in &amp;quot;Virtue of the Vicious&amp;quot; (S1E10).&lt;br /&gt;
[[Image:Glock19pistol.jpg|thumb|none|300px|Glock 19 3rd Gen - 9x19mm]]&lt;br /&gt;
[[File:Pun_g19.jpg|thumb|none|600px|]]&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] is the pistol used by Lewis Wilson ([[Daniel Webber]]). Gangsters also are seen using the pistol in the series.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9mm.]]&lt;br /&gt;
[[File:PunisherS1E01 16.jpg|thumb|none|600px|On the left, the [[Beretta 92FS]] is used by a gangster in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
The [[SIG-Sauer P226]]R is the sidearm of various agents of ICE including Sam Stein ([[Michael Nathanson]]).&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|300px|SIG-Sauer P226R pistol - 9x19mm]]&lt;br /&gt;
[[File:Pun_226.jpg|thumb|none|600px|]]&lt;br /&gt;
==SIG-Sauer P250 Compact==&lt;br /&gt;
A [[SIG-Sauer P250 Compact]] appears to be the pistol hidden by Micro ([[Ebon Moss-Bachrach]]) underneath a table. This pistol is later seen held by Frank in &amp;quot;Kandahar&amp;quot; (S1E03). Frank mentions that Micro hasn't done a very good job of maintaining the pistol.&lt;br /&gt;
[[Image:SIG P250c right.JPG|thumb|300px|none|SIG-Sauer P250 Compact - 9x19mm]]&lt;br /&gt;
[[File:PunisherS1E02 09.jpg|thumb|none|600px|A [[SIG-Sauer P250 Compact]] appears to be the pistol held by Micro ([[Ebon Moss-Bachrach]]) in &amp;quot;Two Dead Men&amp;quot; (S1E02).]]&lt;br /&gt;
[[File:PunisherS1E02 13.jpg|thumb|none|600px|The pistol held by Micro ([[Ebon Moss-Bachrach]]) in &amp;quot;Two Dead Men&amp;quot; (S1E02).]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P==&lt;br /&gt;
Frank uses Karen Page’s ([[Deborah Ann Woll]]) CCW, a [[Smith &amp;amp; Wesson M&amp;amp;P]], during a confrontation with ANVIL contractors and NYPD in &amp;quot;Virtue of the Vicious&amp;quot; (S1E10). Billy Russo carries an M&amp;amp;P with a tan lower and a black slide during &amp;quot;Virtue of the Vicious&amp;quot; and uses it with a suppressor against DHS agents in &amp;quot;Memento Mori&amp;quot; (S1E13) before switching to his Kimber.&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 9mm.jpg‎‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P9 - 9x19mm]]&lt;br /&gt;
[[File:Pn_M&amp;amp;P.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT92AFS==&lt;br /&gt;
A [[Taurus PT92|Taurus PT92AFS]] with rails is used by the gangster in &amp;quot;3AM&amp;quot; (S1E01).&lt;br /&gt;
[[Image:Taurus_PT92_AFS.jpg‎|thumb|none|300px|Taurus PT92 AFS stainless steel (current production model with accessory rails) - 9x19mm]]&lt;br /&gt;
[[File:PunisherS1E01 19.jpg|thumb|none|600px|A [[Taurus PT92|Taurus PT92AFS]] with rails is used by the gangster in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Smith &amp;amp; Wesson Model 19==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 19]] appears to be the revolver wielded by a gunman who tries to rob a poker game in &amp;quot;3AM&amp;quot; (S1E01).&lt;br /&gt;
[[Image:Smith&amp;amp;Wesson.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 19 Snub - .357 Magnum]]&lt;br /&gt;
[[File:PunisherS1E01 12.jpg|thumb|none|600px|A [[Smith &amp;amp; Wesson Model 19]] snub appears to be the revolver in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==SIG-Sauer 516== &lt;br /&gt;
ICE agents use the carbines during training in &amp;quot;Two Dead Men&amp;quot; (S1E02). NYPD ESU teams are seen carrying [[SIG 516]]s in &amp;quot;Virtue of the Vicious&amp;quot; (S1E10). &lt;br /&gt;
[[Image:516-CQB rifle.jpg|thumb|none|500px|SIG-Sauer 516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:PunisherS1E02 06.jpg|thumb|none|600px|Carbines are used in &amp;quot;Two Dead Men&amp;quot; (S1E02). Note that these are missing front sights and are equipped with carrying handles.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
Frank is armed with a [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36C]] rifle. In &amp;quot;Danger Close&amp;quot; (S1E11), Frank is seen loading G36C mags with rounds that appear to have the primer already expended. &lt;br /&gt;
[[File:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Lor_1.JPG|600px|thumb|none|wideshot]] &lt;br /&gt;
[[File:Lor_2.JPG|600px|thumb|none|closeup]]&lt;br /&gt;
[[File:Pn G36C.jpg|600px|thumb|none|]]&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
While in Afghanistan, Frank and members of his unit are armed with the [[Heckler &amp;amp; Koch HK416]] in &amp;quot;Kandahar&amp;quot; (S1E03). The 416s in the show are fitted with the newer slimline G28-style buttstock developed for the HK416 A5 model.&lt;br /&gt;
[[File:HK 416 D.jpg|thumb|none|400px|HK416 D10RS - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pn HK416.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M4 Carbine==&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|400px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm. Note slight difference in shape of stock compared to older model M4 (above).]]&lt;br /&gt;
[[File:Pn_ds.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
After losing or discarding his HK416 off screen, Frank uses an [[AKS-74U]] that he presumably took from a Taliban fighter in &amp;quot;Kandahar&amp;quot; (S1E03). &lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|350px|AKS-74U (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[File:Pun_AK.jpg|thumb|none|600px|]]&lt;br /&gt;
==Galil MAR==&lt;br /&gt;
[[Image:Galil m.jpg|thumb|none|400px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pn_galil.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mini-14==&lt;br /&gt;
As a result of his first attempt to intercept a large weapons shipment, Frank obtains a [[Ruger Mini-14]] with a synthetic pink stock. The rifle is briefly discussed with Micro and then never seen again.&lt;br /&gt;
[[Image:Ruger Mini-14 black.jpg|thumb|none|450px|Ruger Mini-14 with black synthetic stock - 5.56 x 45 NATO.]]&lt;br /&gt;
[[File:Pn Mini14.jpg|thumb|none|570px|]]&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
== Accuracy International AWSM-F ==&lt;br /&gt;
In &amp;quot;3AM&amp;quot; (S1E01), Frank uses what appears to be an [[Accuracy International AWSM-F]] rifle to eliminate a cartel leader.&lt;br /&gt;
[[File:AWSM late stock.jpg|thumb|none|500px|Accuracy International AWSM-F - .338 Lapua Magnum. This is a late model gun where the stock has similar styling to the AT and AX series rifles.]]&lt;br /&gt;
[[File:PunisherS1E01 10.jpg|thumb|none|600px|Closeup of the muzzle brake in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
[[File:PunisherS1E01 11.jpg|thumb|none|600px|Frank with the rifle in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
[[File:PunisherS1E01 08.jpg|thumb|none|600px|The round is ejected from the rifle in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
A [[Barrett M107]] is used by Billy Russo ([[Ben Barnes]]) during a prisoner exchange.&lt;br /&gt;
[[File:Berrett M107.jpg|thumb|none|550px|Barrett M107 - .50 BMG]]&lt;br /&gt;
[[File:Pun_M50.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
[[Image:Mossberg500.jpg|thumb|none|400px|Mossberg 500 &amp;quot;Persuader&amp;quot; with standard five-shot magazine tube - 12 gauge.  This is the most commonly produced version of the 500 series today.]]&lt;br /&gt;
[[File:Pn FB.jpeg|thumb|none|600px|]]&lt;br /&gt;
==Remington 870 MCS Shorty==&lt;br /&gt;
[[Image:Remington 870 MCS MK.jpg|thumb|none|400px|Remington 870 MCS Masterkey - 12 gauge]]&lt;br /&gt;
[[File:Pn 870.jpg|thumb|none|600px|]] &lt;br /&gt;
=Machine Guns=&lt;br /&gt;
== FN M249 SAW ==&lt;br /&gt;
The [[M249 SAW]] used by the US Marines during Frank's service in Afghanistan. Another is used briefly by Frank when Billy Russo's mercenaries attack Micro's hideout.&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249E2 SAW, equipped with a 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[File:Pn M249.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
An [[Intratec TEC-9]] is used by a gangster in &amp;quot;3AM&amp;quot; (S1E01).&lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm‎]]&lt;br /&gt;
[[File:PunisherS1E01 16.jpg|thumb|none|600px|An [[Intratec TEC-9]] is used by a gangster in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
[[File:PunisherS1E01 20.jpg|thumb|none|600px|An [[Intratec TEC-9]] is seen on the floor in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears to be the primary weapon issued to contractors employed by ANVIL in the series. In &amp;quot;Gunner&amp;quot; (S1E05), contractors are armed with suppressed [[Heckler &amp;amp; Koch MP5A3]] submachine guns. Frank also uses the weapon.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 - 9x19mm]]&lt;br /&gt;
[[File:Pn MP5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Pn ds MP5.jpg|thumb|none|600px|]]&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
Frank experiences a nightmare where the [[Heckler &amp;amp; Koch MP7A1]] is seen in the hands of an operative.&lt;br /&gt;
[[Image:H&amp;amp;K MP71A1.jpg‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[File:Pn MP7.jpg|thumb|none|570px|]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Micro's Hideout Arsenal==&lt;br /&gt;
After successfully hijacking the Greek weapons shipment, Frank stores the captured weapons on the wall at Micro's hideout.&lt;br /&gt;
[[File:pn arm.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Marvel Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Television]]&lt;br /&gt;
[[Category:MCU]]&lt;br /&gt;
[[Category:Netflix]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Punisher_(2017_TV_Series)&amp;diff=1152791</id>
		<title>The Punisher (2017 TV Series)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Punisher_(2017_TV_Series)&amp;diff=1152791"/>
		<updated>2018-01-08T06:54:14Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* SIG-Sauer P250 Compact */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox TV|{{PAGENAME}}&lt;br /&gt;
|name=The Punisher&lt;br /&gt;
|picture=Punisher2017.jpg&lt;br /&gt;
|country=[[Image:USA.jpg|25px]] United States&lt;br /&gt;
|channel = [[Netflix]]&lt;br /&gt;
|genre = [[:Category:Drama|Drama]] &amp;lt;br&amp;gt; [[:Category:Crime|Crime]] &amp;lt;br&amp;gt; Superhero&lt;br /&gt;
|creator = &lt;br /&gt;
|dates=2017&lt;br /&gt;
|language= &lt;br /&gt;
|episodes =13&lt;br /&gt;
|character1=Frank Castle/The Punisher&lt;br /&gt;
|actor1=[[Jon Bernthal]]&lt;br /&gt;
|character2=Karen Page&lt;br /&gt;
|actor2=[[Deborah Ann Woll]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''The Punisher''''' is the 2017 [[Netflix]] series adaptation of the Marvel Comics character. Set in the [[Marvel Cinematic Universe]], the series stars [[Jon Bernthal]] as Frank Castle, aka &amp;quot;The Punisher&amp;quot;, who had previously been introduced in [[Daredevil - Season 2|Season 2]] of the [[Netflix]] series ''[[Daredevil]]''. In this series, Castle comes out of hiding when a conspiracy is uncovered that involves his service as a Marine fighting in Afghanistan. This version of ''The Punisher'' is the fourth such adaptation, following the feature films that were released in [[The Punisher (1989)|1989]], [[The Punisher (2004)|2004]], and [[Punisher: War Zone|2008]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TV Title|The Punisher}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Kimber Warrior==&lt;br /&gt;
During his service in Afghanistan, Frank carries a [[Kimber Warrior]] as his sidearm. He uses it in &amp;quot;Kandahar&amp;quot; (S1E03). Billy Russo appears to carry a Kimber Warrior in some episodes.&lt;br /&gt;
[[Image:KimberWarriorII.jpg|thumb|none|300px|Kimber Warrior - .45 ACP]]&lt;br /&gt;
[[File:Pm kimber.jpg|thumb|none|600px|Frank's Kimber from the &amp;quot;present day&amp;quot; story arc.]]&lt;br /&gt;
[[File:Pn 1911.jpg|thumb|none|600px|Billy Russo carrying his Kimber Warrior.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
Frank takes an [[M1911A1]] off a criminal in &amp;quot;3AM&amp;quot; (S1E01). He then uses it in several episodes.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|300px|none|Pre-War Colt M1911A1 Pistol Commercial - .45 ACP]]&lt;br /&gt;
[[File:PunisherS1E02 01.jpg|thumb|none|600px|Frank holds an [[M1911A1]] in &amp;quot;Two Dead Men&amp;quot; (S1E02).]]&lt;br /&gt;
[[File:PunisherS1E02 02.jpg|thumb|none|600px|Closeup of the [[M1911A1]] in &amp;quot;Two Dead Men&amp;quot; (S1E02).]]&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A [[Glock 17]] is used by ICE Special Agent in Charge Carson Wolf ([[C. Thomas Howell]]) in &amp;quot;Two Dead Men&amp;quot; (S1E02). Frank also uses the pistol in the episode.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|300px|3rd Generation Glock 17 - 9x19mm]]&lt;br /&gt;
[[File:PunisherS1E02 11.jpg|thumb|none|600px|A [[Glock 17]] is held by Special Agent in Charge Carson Wolf ([[C. Thomas Howell]]) in &amp;quot;Two Dead Men&amp;quot; (S1E02).]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
The [[Glock 19]] is used by NYPD officers as well as Sgt. Brett Mahoney ([[Royce Johnson]], reprising his role from [[Daredevil (2015)|Daredevil]] and [[Jessica Jones]]) in &amp;quot;Virtue of the Vicious&amp;quot; (S1E10).&lt;br /&gt;
[[Image:Glock19pistol.jpg|thumb|none|300px|Glock 19 3rd Gen - 9x19mm]]&lt;br /&gt;
[[File:Pun_g19.jpg|thumb|none|600px|]]&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] is the pistol used by Lewis Wilson ([[Daniel Webber]]). Gangsters also are seen using the pistol in the series.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9mm.]]&lt;br /&gt;
[[File:PunisherS1E01 16.jpg|thumb|none|600px|On the left, the [[Beretta 92FS]] is used by a gangster in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
The [[SIG-Sauer P226]]R is the sidearm of various agents of ICE including Sam Stein ([[Michael Nathanson]]).&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|300px|SIG-Sauer P226R pistol - 9x19mm]]&lt;br /&gt;
[[File:Pun_226.jpg|thumb|none|600px|]]&lt;br /&gt;
==SIG-Sauer P250 Compact==&lt;br /&gt;
A [[SIG-Sauer P250 Compact]] appears to be the pistol hidden by Micro ([[Ebon Moss-Bachrach]]) underneath a table. This pistol is later seen held by Frank in &amp;quot;Kandahar&amp;quot; (S1E03). Frank mentions that Micro hasn't done a very good job of maintaining the pistol.&lt;br /&gt;
[[Image:SIG P250c right.JPG|thumb|300px|none|SIG-Sauer P250 Compact - 9x19mm]]&lt;br /&gt;
[[File:PunisherS1E02 09.jpg|thumb|none|600px|A [[SIG-Sauer P250 Compact]] appears to be the pistol held by Micro ([[Ebon Moss-Bachrach]]) in &amp;quot;Two Dead Men&amp;quot; (S1E02).]]&lt;br /&gt;
[[File:PunisherS1E02 13.jpg|thumb|none|600px|The pistol held by Micro ([[Ebon Moss-Bachrach]]) in &amp;quot;Two Dead Men&amp;quot; (S1E02).]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P==&lt;br /&gt;
Frank uses Karen Page’s ([[Deborah Ann Woll]]) CCW a [[Smith &amp;amp; Wesson M&amp;amp;P]] during a confrontation with ANVIL contractors in &amp;quot;Virtue of the Vicious&amp;quot; (S1E10).&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 9mm.jpg‎‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P9 - 9x19mm]]&lt;br /&gt;
[[File:Pn_M&amp;amp;P.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT92AFS==&lt;br /&gt;
A [[Taurus PT92|Taurus PT92AFS]] with rails is used by the gangster in &amp;quot;3AM&amp;quot; (S1E01).&lt;br /&gt;
[[Image:Taurus_PT92_AFS.jpg‎|thumb|none|300px|Taurus PT92 AFS stainless steel (current production model with accessory rails) - 9x19mm]]&lt;br /&gt;
[[File:PunisherS1E01 19.jpg|thumb|none|600px|A [[Taurus PT92|Taurus PT92AFS]] with rails is used by the gangster in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Smith &amp;amp; Wesson Model 19==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 19]] appears to be the revolver wielded by a gunman who tries to rob a poker game in &amp;quot;3AM&amp;quot; (S1E01).&lt;br /&gt;
[[Image:Smith&amp;amp;Wesson.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 19 Snub - .357 Magnum]]&lt;br /&gt;
[[File:PunisherS1E01 12.jpg|thumb|none|600px|A [[Smith &amp;amp; Wesson Model 19]] snub appears to be the revolver in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==SIG-Sauer 516== &lt;br /&gt;
ICE agents use the carbines during training in &amp;quot;Two Dead Men&amp;quot; (S1E02). NYPD ESU teams are seen carrying [[SIG 516]]s in &amp;quot;Virtue of the Vicious&amp;quot; (S1E10). &lt;br /&gt;
[[Image:516-CQB rifle.jpg|thumb|none|500px|SIG-Sauer 516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:PunisherS1E02 06.jpg|thumb|none|600px|Carbines are used in &amp;quot;Two Dead Men&amp;quot; (S1E02). Note that these are missing front sights and are equipped with carrying handles.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
Frank is armed with a [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36C]] rifle. In &amp;quot;Danger Close&amp;quot; (S1E11), Frank is seen loading G36C mags with rounds that appear to have the primer already expended. &lt;br /&gt;
[[File:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Lor_1.JPG|600px|thumb|none|wideshot]] &lt;br /&gt;
[[File:Lor_2.JPG|600px|thumb|none|closeup]]&lt;br /&gt;
[[File:Pn G36C.jpg|600px|thumb|none|]]&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
While in Afghanistan, Frank and members of his unit are armed with the [[Heckler &amp;amp; Koch HK416]] in &amp;quot;Kandahar&amp;quot; (S1E03). The 416s in the show are fitted with the newer slimline G28-style buttstock developed for the HK416 A5 model.&lt;br /&gt;
[[File:HK 416 D.jpg|thumb|none|400px|HK416 D10RS - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pn HK416.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M4 Carbine==&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|400px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm. Note slight difference in shape of stock compared to older model M4 (above).]]&lt;br /&gt;
[[File:Pn_ds.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
After losing or discarding his HK416 off screen, Frank uses an [[AKS-74U]] that he presumably took from a Taliban fighter in &amp;quot;Kandahar&amp;quot; (S1E03). &lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|350px|AKS-74U (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[File:Pun_AK.jpg|thumb|none|600px|]]&lt;br /&gt;
==Galil MAR==&lt;br /&gt;
[[Image:Galil m.jpg|thumb|none|400px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pn_galil.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mini-14==&lt;br /&gt;
As a result of his first attempt to intercept a large weapons shipment, Frank obtains a [[Ruger Mini-14]] with a synthetic pink stock. The rifle is briefly discussed with Micro and then never seen again.&lt;br /&gt;
[[Image:Ruger Mini-14 black.jpg|thumb|none|450px|Ruger Mini-14 with black synthetic stock - 5.56 x 45 NATO.]]&lt;br /&gt;
[[File:Pn Mini14.jpg|thumb|none|570px|]]&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
== Accuracy International AWSM-F ==&lt;br /&gt;
In &amp;quot;3AM&amp;quot; (S1E01), Frank uses what appears to be an [[Accuracy International AWSM-F]] rifle to eliminate a cartel leader.&lt;br /&gt;
[[File:AWSM late stock.jpg|thumb|none|500px|Accuracy International AWSM-F - .338 Lapua Magnum. This is a late model gun where the stock has similar styling to the AT and AX series rifles.]]&lt;br /&gt;
[[File:PunisherS1E01 10.jpg|thumb|none|600px|Closeup of the muzzle brake in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
[[File:PunisherS1E01 11.jpg|thumb|none|600px|Frank with the rifle in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
[[File:PunisherS1E01 08.jpg|thumb|none|600px|The round is ejected from the rifle in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
A [[Barrett M107]] is used by Billy Russo ([[Ben Barnes]]) during a prisoner exchange.&lt;br /&gt;
[[File:Berrett M107.jpg|thumb|none|550px|Barrett M107 - .50 BMG]]&lt;br /&gt;
[[File:Pun_M50.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
[[Image:Mossberg500.jpg|thumb|none|400px|Mossberg 500 &amp;quot;Persuader&amp;quot; with standard five-shot magazine tube - 12 gauge.  This is the most commonly produced version of the 500 series today.]]&lt;br /&gt;
[[File:Pn FB.jpeg|thumb|none|600px|]]&lt;br /&gt;
==Remington 870 MCS Shorty==&lt;br /&gt;
[[Image:Remington 870 MCS MK.jpg|thumb|none|400px|Remington 870 MCS Masterkey - 12 gauge]]&lt;br /&gt;
[[File:Pn 870.jpg|thumb|none|600px|]] &lt;br /&gt;
=Machine Guns=&lt;br /&gt;
== FN M249 SAW ==&lt;br /&gt;
The [[M249 SAW]] used by the US Marines during Frank's service in Afghanistan. Another is used briefly by Frank when Billy Russo's mercenaries attack Micro's hideout.&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249E2 SAW, equipped with a 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[File:Pn M249.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
An [[Intratec TEC-9]] is used by a gangster in &amp;quot;3AM&amp;quot; (S1E01).&lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm‎]]&lt;br /&gt;
[[File:PunisherS1E01 16.jpg|thumb|none|600px|An [[Intratec TEC-9]] is used by a gangster in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
[[File:PunisherS1E01 20.jpg|thumb|none|600px|An [[Intratec TEC-9]] is seen on the floor in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears to be the primary weapon issued to contractors employed by ANVIL in the series. In &amp;quot;Gunner&amp;quot; (S1E05), contractors are armed with suppressed [[Heckler &amp;amp; Koch MP5A3]] submachine guns. Frank also uses the weapon.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 - 9x19mm]]&lt;br /&gt;
[[File:Pn MP5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Pn ds MP5.jpg|thumb|none|600px|]]&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
Frank experiences a nightmare where the [[Heckler &amp;amp; Koch MP7A1]] is seen in the hands of an operative.&lt;br /&gt;
[[Image:H&amp;amp;K MP71A1.jpg‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[File:Pn MP7.jpg|thumb|none|570px|]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Micro's Hideout Arsenal==&lt;br /&gt;
After successfully hijacking the Greek weapons shipment, Frank stores the captured weapons on the wall at Micro's hideout.&lt;br /&gt;
[[File:pn arm.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Marvel Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Television]]&lt;br /&gt;
[[Category:MCU]]&lt;br /&gt;
[[Category:Netflix]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Punisher_(2017_TV_Series)&amp;diff=1152790</id>
		<title>The Punisher (2017 TV Series)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Punisher_(2017_TV_Series)&amp;diff=1152790"/>
		<updated>2018-01-08T06:51:29Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Micro's Arsenal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox TV|{{PAGENAME}}&lt;br /&gt;
|name=The Punisher&lt;br /&gt;
|picture=Punisher2017.jpg&lt;br /&gt;
|country=[[Image:USA.jpg|25px]] United States&lt;br /&gt;
|channel = [[Netflix]]&lt;br /&gt;
|genre = [[:Category:Drama|Drama]] &amp;lt;br&amp;gt; [[:Category:Crime|Crime]] &amp;lt;br&amp;gt; Superhero&lt;br /&gt;
|creator = &lt;br /&gt;
|dates=2017&lt;br /&gt;
|language= &lt;br /&gt;
|episodes =13&lt;br /&gt;
|character1=Frank Castle/The Punisher&lt;br /&gt;
|actor1=[[Jon Bernthal]]&lt;br /&gt;
|character2=Karen Page&lt;br /&gt;
|actor2=[[Deborah Ann Woll]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''The Punisher''''' is the 2017 [[Netflix]] series adaptation of the Marvel Comics character. Set in the [[Marvel Cinematic Universe]], the series stars [[Jon Bernthal]] as Frank Castle, aka &amp;quot;The Punisher&amp;quot;, who had previously been introduced in [[Daredevil - Season 2|Season 2]] of the [[Netflix]] series ''[[Daredevil]]''. In this series, Castle comes out of hiding when a conspiracy is uncovered that involves his service as a Marine fighting in Afghanistan. This version of ''The Punisher'' is the fourth such adaptation, following the feature films that were released in [[The Punisher (1989)|1989]], [[The Punisher (2004)|2004]], and [[Punisher: War Zone|2008]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TV Title|The Punisher}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Kimber Warrior==&lt;br /&gt;
During his service in Afghanistan, Frank carries a [[Kimber Warrior]] as his sidearm. He uses it in &amp;quot;Kandahar&amp;quot; (S1E03). Billy Russo appears to carry a Kimber Warrior in some episodes.&lt;br /&gt;
[[Image:KimberWarriorII.jpg|thumb|none|300px|Kimber Warrior - .45 ACP]]&lt;br /&gt;
[[File:Pm kimber.jpg|thumb|none|600px|Frank's Kimber from the &amp;quot;present day&amp;quot; story arc.]]&lt;br /&gt;
[[File:Pn 1911.jpg|thumb|none|600px|Billy Russo carrying his Kimber Warrior.]]&lt;br /&gt;
==M1911A1==&lt;br /&gt;
Frank takes an [[M1911A1]] off a criminal in &amp;quot;3AM&amp;quot; (S1E01). He then uses it in several episodes.&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|300px|none|Pre-War Colt M1911A1 Pistol Commercial - .45 ACP]]&lt;br /&gt;
[[File:PunisherS1E02 01.jpg|thumb|none|600px|Frank holds an [[M1911A1]] in &amp;quot;Two Dead Men&amp;quot; (S1E02).]]&lt;br /&gt;
[[File:PunisherS1E02 02.jpg|thumb|none|600px|Closeup of the [[M1911A1]] in &amp;quot;Two Dead Men&amp;quot; (S1E02).]]&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A [[Glock 17]] is used by ICE Special Agent in Charge Carson Wolf ([[C. Thomas Howell]]) in &amp;quot;Two Dead Men&amp;quot; (S1E02). Frank also uses the pistol in the episode.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|300px|3rd Generation Glock 17 - 9x19mm]]&lt;br /&gt;
[[File:PunisherS1E02 11.jpg|thumb|none|600px|A [[Glock 17]] is held by Special Agent in Charge Carson Wolf ([[C. Thomas Howell]]) in &amp;quot;Two Dead Men&amp;quot; (S1E02).]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
The [[Glock 19]] is used by NYPD officers as well as Sgt. Brett Mahoney ([[Royce Johnson]], reprising his role from [[Daredevil (2015)|Daredevil]] and [[Jessica Jones]]) in &amp;quot;Virtue of the Vicious&amp;quot; (S1E10).&lt;br /&gt;
[[Image:Glock19pistol.jpg|thumb|none|300px|Glock 19 3rd Gen - 9x19mm]]&lt;br /&gt;
[[File:Pun_g19.jpg|thumb|none|600px|]]&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
A [[Beretta 92FS]] is the pistol used by Lewis Wilson ([[Daniel Webber]]). Gangsters also are seen using the pistol in the series.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9mm.]]&lt;br /&gt;
[[File:PunisherS1E01 16.jpg|thumb|none|600px|On the left, the [[Beretta 92FS]] is used by a gangster in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
The [[SIG-Sauer P226]]R is the sidearm of various agents of ICE including Sam Stein ([[Michael Nathanson]]).&lt;br /&gt;
[[Image:P226R.jpg|thumb|none|300px|SIG-Sauer P226R pistol - 9x19mm]]&lt;br /&gt;
[[File:Pun_226.jpg|thumb|none|600px|]]&lt;br /&gt;
==SIG-Sauer P250 Compact==&lt;br /&gt;
A [[SIG-Sauer P250 Compact]] appears to be the pistol hidden by Micro ([[Ebon Moss-Bachrach]]) underneath a table. This pistol is later seen held by Frank in &amp;quot;Kandahar&amp;quot; (S1E03).&lt;br /&gt;
[[Image:SIG P250c right.JPG|thumb|300px|none|SIG-Sauer P250 Compact - 9x19mm]]&lt;br /&gt;
[[File:PunisherS1E02 09.jpg|thumb|none|600px|A [[SIG-Sauer P250 Compact]] appears to be the pistol held by Micro ([[Ebon Moss-Bachrach]]) in &amp;quot;Two Dead Men&amp;quot; (S1E02).]]&lt;br /&gt;
[[File:PunisherS1E02 13.jpg|thumb|none|600px|The pistol held by Micro ([[Ebon Moss-Bachrach]]) in &amp;quot;Two Dead Men&amp;quot; (S1E02).]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson M&amp;amp;P==&lt;br /&gt;
Frank uses Karen Page’s ([[Deborah Ann Woll]]) CCW a [[Smith &amp;amp; Wesson M&amp;amp;P]] during a confrontation with ANVIL contractors in &amp;quot;Virtue of the Vicious&amp;quot; (S1E10).&lt;br /&gt;
[[Image:S&amp;amp;W M&amp;amp;P 9mm.jpg‎‎|thumb|none|300px|Smith &amp;amp; Wesson M&amp;amp;P9 - 9x19mm]]&lt;br /&gt;
[[File:Pn_M&amp;amp;P.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT92AFS==&lt;br /&gt;
A [[Taurus PT92|Taurus PT92AFS]] with rails is used by the gangster in &amp;quot;3AM&amp;quot; (S1E01).&lt;br /&gt;
[[Image:Taurus_PT92_AFS.jpg‎|thumb|none|300px|Taurus PT92 AFS stainless steel (current production model with accessory rails) - 9x19mm]]&lt;br /&gt;
[[File:PunisherS1E01 19.jpg|thumb|none|600px|A [[Taurus PT92|Taurus PT92AFS]] with rails is used by the gangster in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Smith &amp;amp; Wesson Model 19==&lt;br /&gt;
A [[Smith &amp;amp; Wesson Model 19]] appears to be the revolver wielded by a gunman who tries to rob a poker game in &amp;quot;3AM&amp;quot; (S1E01).&lt;br /&gt;
[[Image:Smith&amp;amp;Wesson.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 19 Snub - .357 Magnum]]&lt;br /&gt;
[[File:PunisherS1E01 12.jpg|thumb|none|600px|A [[Smith &amp;amp; Wesson Model 19]] snub appears to be the revolver in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
&lt;br /&gt;
=Rifles/Carbines=&lt;br /&gt;
==SIG-Sauer 516== &lt;br /&gt;
ICE agents use the carbines during training in &amp;quot;Two Dead Men&amp;quot; (S1E02). NYPD ESU teams are seen carrying [[SIG 516]]s in &amp;quot;Virtue of the Vicious&amp;quot; (S1E10). &lt;br /&gt;
[[Image:516-CQB rifle.jpg|thumb|none|500px|SIG-Sauer 516 Carbine with 10&amp;quot; barrel - 5.56x45mm]]&lt;br /&gt;
[[File:PunisherS1E02 06.jpg|thumb|none|600px|Carbines are used in &amp;quot;Two Dead Men&amp;quot; (S1E02). Note that these are missing front sights and are equipped with carrying handles.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
Frank is armed with a [[Heckler &amp;amp; Koch G36|Heckler &amp;amp; Koch G36C]] rifle. In &amp;quot;Danger Close&amp;quot; (S1E11), Frank is seen loading G36C mags with rounds that appear to have the primer already expended. &lt;br /&gt;
[[File:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[File:Lor_1.JPG|600px|thumb|none|wideshot]] &lt;br /&gt;
[[File:Lor_2.JPG|600px|thumb|none|closeup]]&lt;br /&gt;
[[File:Pn G36C.jpg|600px|thumb|none|]]&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
While in Afghanistan, Frank and members of his unit are armed with the [[Heckler &amp;amp; Koch HK416]] in &amp;quot;Kandahar&amp;quot; (S1E03). The 416s in the show are fitted with the newer slimline G28-style buttstock developed for the HK416 A5 model.&lt;br /&gt;
[[File:HK 416 D.jpg|thumb|none|400px|HK416 D10RS - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pn HK416.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==M4 Carbine==&lt;br /&gt;
[[File:ColtM4A1.jpg|thumb|none|400px|Colt M4A1 with 6 position collapsible stock - 5.56x45mm. Note slight difference in shape of stock compared to older model M4 (above).]]&lt;br /&gt;
[[File:Pn_ds.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
After losing or discarding his HK416 off screen, Frank uses an [[AKS-74U]] that he presumably took from a Taliban fighter in &amp;quot;Kandahar&amp;quot; (S1E03). &lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|350px|AKS-74U (also referred to as the &amp;quot;AKSU&amp;quot; or 'Krinkov') - 5.45x39mm]]&lt;br /&gt;
[[File:Pun_AK.jpg|thumb|none|600px|]]&lt;br /&gt;
==Galil MAR==&lt;br /&gt;
[[Image:Galil m.jpg|thumb|none|400px|IMI Galil MAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Pn_galil.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Mini-14==&lt;br /&gt;
As a result of his first attempt to intercept a large weapons shipment, Frank obtains a [[Ruger Mini-14]] with a synthetic pink stock. The rifle is briefly discussed with Micro and then never seen again.&lt;br /&gt;
[[Image:Ruger Mini-14 black.jpg|thumb|none|450px|Ruger Mini-14 with black synthetic stock - 5.56 x 45 NATO.]]&lt;br /&gt;
[[File:Pn Mini14.jpg|thumb|none|570px|]]&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
== Accuracy International AWSM-F ==&lt;br /&gt;
In &amp;quot;3AM&amp;quot; (S1E01), Frank uses what appears to be an [[Accuracy International AWSM-F]] rifle to eliminate a cartel leader.&lt;br /&gt;
[[File:AWSM late stock.jpg|thumb|none|500px|Accuracy International AWSM-F - .338 Lapua Magnum. This is a late model gun where the stock has similar styling to the AT and AX series rifles.]]&lt;br /&gt;
[[File:PunisherS1E01 10.jpg|thumb|none|600px|Closeup of the muzzle brake in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
[[File:PunisherS1E01 11.jpg|thumb|none|600px|Frank with the rifle in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
[[File:PunisherS1E01 08.jpg|thumb|none|600px|The round is ejected from the rifle in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
A [[Barrett M107]] is used by Billy Russo ([[Ben Barnes]]) during a prisoner exchange.&lt;br /&gt;
[[File:Berrett M107.jpg|thumb|none|550px|Barrett M107 - .50 BMG]]&lt;br /&gt;
[[File:Pun_M50.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Mossberg 500==&lt;br /&gt;
[[Image:Mossberg500.jpg|thumb|none|400px|Mossberg 500 &amp;quot;Persuader&amp;quot; with standard five-shot magazine tube - 12 gauge.  This is the most commonly produced version of the 500 series today.]]&lt;br /&gt;
[[File:Pn FB.jpeg|thumb|none|600px|]]&lt;br /&gt;
==Remington 870 MCS Shorty==&lt;br /&gt;
[[Image:Remington 870 MCS MK.jpg|thumb|none|400px|Remington 870 MCS Masterkey - 12 gauge]]&lt;br /&gt;
[[File:Pn 870.jpg|thumb|none|600px|]] &lt;br /&gt;
=Machine Guns=&lt;br /&gt;
== FN M249 SAW ==&lt;br /&gt;
The [[M249 SAW]] used by the US Marines during Frank's service in Afghanistan. Another is used briefly by Frank when Billy Russo's mercenaries attack Micro's hideout.&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249E2 SAW, equipped with a 200 round ammo drum - 5.56x45mm]]&lt;br /&gt;
[[File:Pn M249.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Intratec TEC-9==&lt;br /&gt;
An [[Intratec TEC-9]] is used by a gangster in &amp;quot;3AM&amp;quot; (S1E01).&lt;br /&gt;
[[Image:TEC-9.jpg|thumb|none|350px|Intratec TEC-9 - 9x19mm‎]]&lt;br /&gt;
[[File:PunisherS1E01 16.jpg|thumb|none|600px|An [[Intratec TEC-9]] is used by a gangster in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
[[File:PunisherS1E01 20.jpg|thumb|none|600px|An [[Intratec TEC-9]] is seen on the floor in &amp;quot;3AM&amp;quot; (S1E01).]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] appears to be the primary weapon issued to contractors employed by ANVIL in the series. In &amp;quot;Gunner&amp;quot; (S1E05), contractors are armed with suppressed [[Heckler &amp;amp; Koch MP5A3]] submachine guns. Frank also uses the weapon.&lt;br /&gt;
[[File:MP5A3.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5A3 - 9x19mm]]&lt;br /&gt;
[[File:Pn MP5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:Pn ds MP5.jpg|thumb|none|600px|]]&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
Frank experiences a nightmare where the [[Heckler &amp;amp; Koch MP7A1]] is seen in the hands of an operative.&lt;br /&gt;
[[Image:H&amp;amp;K MP71A1.jpg‎ |thumb|none|400px|Heckler &amp;amp; Koch MP7A1 with 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[File:Pn MP7.jpg|thumb|none|570px|]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Micro's Hideout Arsenal==&lt;br /&gt;
After successfully hijacking the Greek weapons shipment, Frank stores the captured weapons on the wall at Micro's hideout.&lt;br /&gt;
[[File:pn arm.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Marvel Series}}&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Television]]&lt;br /&gt;
[[Category:MCU]]&lt;br /&gt;
[[Category:Netflix]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Liquidator&amp;diff=1121779</id>
		<title>The Liquidator</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Liquidator&amp;diff=1121779"/>
		<updated>2017-08-08T23:55:22Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* 9A-91 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie&lt;br /&gt;
|name = The Liquidator&amp;lt;br&amp;gt; Likvidator&lt;br /&gt;
|picture = Likvidator poster.jpg&lt;br /&gt;
|caption = ''Film Poster''&lt;br /&gt;
|country = [[Image:KAZ.jpg|25px]] Kazakhstan&lt;br /&gt;
|director = [[Akan Satayev]]&lt;br /&gt;
|date= 2011&lt;br /&gt;
|language = Russian&amp;lt;br&amp;gt;English&amp;lt;br&amp;gt; Kazakh&lt;br /&gt;
|studio=Kazakhfilm Studios&amp;lt;br&amp;gt; Sataifilm&lt;br /&gt;
|distributor=&lt;br /&gt;
|character1=Arsen&lt;br /&gt;
|actor1=Berik Aitzhanov&lt;br /&gt;
|character2=Berik&lt;br /&gt;
|actor2=[[Aziz Beyshenaliev]]&lt;br /&gt;
|character3=Maks&lt;br /&gt;
|actor3=[[Bopesh Zhandayev]]&lt;br /&gt;
|character4=Killer&lt;br /&gt;
|actor4=[[Vinnie Jones]]&lt;br /&gt;
|character5=Aldiyar&lt;br /&gt;
|actor5=Mintai Utepbergenov&lt;br /&gt;
|character6=Secret Agent 1&lt;br /&gt;
|actor6=Toleubek Aralbay&lt;br /&gt;
|character7=Secret Agent 2&lt;br /&gt;
|actor7=Michael Tokarev&lt;br /&gt;
}}&lt;br /&gt;
'''The Liquidator''' (original title is ''Ликвидатор'' '''''Likvidator''''') is a 2011 Kazakhstan action triller.&lt;br /&gt;
&lt;br /&gt;
{{Film Title|The Liquidator}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
[[Makarov PM]] is the personal firearm of the main hero Arsen (Berik Aitzhanov). During his service, his duty sidearm is a [[Makarov PM]] with black grips. Later, he changes it to another [[Makarov PM]] with brown grips and uses it until the film's ending. Several other characters, including Viktor's bodyguard Gorilla (Daulet Abdygaporov) also use Makarov pistols.&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:MakarovIJ70.jpg|thumb|none|300px|Commercial imported Makarov by Baikal, called the '''IJ-70''' - 9x18mm Makarov. It features an adjustable rear sight, not seen on the military Makarov pistol. Also the finish is inferior to the original Makarov PM.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 1.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) puts his pistol on the table.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 2.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) draws his pistol...]]&lt;br /&gt;
[[Image:Likvidator pistol 1 3.jpg|thumb|none|600px|...and fires it.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 4.jpg|thumb|none|600px|Assassin (Baurzhan Abishev) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 5.jpg|thumb|none|600px|Security guard (uncredited) aims his pistol during the shootout.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 6.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 1 7.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) assembles his pistol.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 8.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 1 9.jpg|thumb|none|600px|Close Up.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 10.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) aims his pistol during the last fight.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 11.jpg|thumb|none|600px|Policeman fires.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT92==&lt;br /&gt;
Killer ([[Vinnie Jones]]) uses a suppressed [[Taurus PT92]] during the film.&lt;br /&gt;
[[Image:PT92AFRail.jpg|thumb|none|300px|Taurus PT92AF (current production model with accessory rails) - 9x19mm]]&lt;br /&gt;
[[Image:Likvidator pistol 2 1.jpg|thumb|none|600px|Killer ([[Vinnie Jones]]) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 2 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 5.jpg|thumb|none|600px|Supressed muzzle is seen.]]&lt;br /&gt;
[[Image:Likvidator pistol 2 promo.jpg|thumb|none|600px|Promotional Shot.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PP==&lt;br /&gt;
[[Walther PP]] is the second firearm of Killer ([[Vinnie Jones]]).&lt;br /&gt;
[[Image:Walther_PP.jpg‎|thumb|300px|none|War Time Walther PP Pistol.  The lesser-known, full-length barreled Walther PP is available in .22LR, 6.35mm auto (.25 ACP), 7.65x17mm (.32 ACP) Auto or 9x17mm (.380 ACP).]]&lt;br /&gt;
[[Image:Likvidator pistol 3 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 3 2.jpg|thumb|none|600px|Killer ([[Vinnie Jones]]) in ambush.]]&lt;br /&gt;
[[Image:Likvidator pistol 3 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 3 4.jpg|thumb|none|600px|Pistol is seen.]]&lt;br /&gt;
[[Image:Likvidator pistol 3 5.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
Police Detective Berik ([[Aziz Beyshenaliev]]) carries a [[Glock 17]] as his duty sidearm (that's very unusual for Kazakh policeman), although it's never seen clearly.&lt;br /&gt;
[[Image:Glock17EarlyModel.jpg|thumb|none|300px|2nd Generation Glock 17 - 9x19mm. This model added finger stepping and cuts to the backstrap of the frame to make it easier to hold than the Generation 1 model.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 1.jpg|thumb|none|600px|Berik ([[Aziz Beyshenaliev]]) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 2.jpg|thumb|none|600px|Berik ([[Aziz Beyshenaliev]]) (at the left) in ambush.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 6.jpg|thumb|none|600px|Pistol on the floor.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 7.jpg|thumb|none|400px|On the original film poster this pistol can be seen at the left.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles and Assault Rifles=&lt;br /&gt;
==AKS-74==&lt;br /&gt;
[[AKS-74]] rifles can be seen in the hands of several policeman and ''Arystan'' (Kazakh Special Forces) soldiers.&lt;br /&gt;
[[Image:AKS-74.jpg|thumb|none|400px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 1 1.jpg|thumb|none|600px|Soldier at the left.]]&lt;br /&gt;
[[Image:Likvidator rifle 1 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 6.jpg|thumb|none|600px|Muzzle is seen.]]&lt;br /&gt;
[[Image:Likvidator rifle 1 7.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
One ''Arystan'' soldier carries a rifle that isn't seen very clearly, but the stock shape is similar to an [[AKMS]] (that has the most chance to appear in a Kazakh movie).&lt;br /&gt;
[[Image:AKMS.jpg|thumb|none|400px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 2 1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
One ''Arystan'' soldier briefly uses an [[AK-74]] at the film's climax.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 8 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 8 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 8 3.jpg|thumb|none|600px|Soldier fires.]]&lt;br /&gt;
&lt;br /&gt;
==9A-91==&lt;br /&gt;
Several Kazakh policemen use the [[9A-91]].&lt;br /&gt;
[[Image:9a91.jpg|thumb|none|400px|9A-91 - 9x39mm. Old model.]]&lt;br /&gt;
[[Image:Likvidator rifle 4 1.jpg|thumb|none|600px|(1) and (2)]]&lt;br /&gt;
[[Image:Likvidator rifle 4 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 4.jpg|thumb|none|600px|A the up left angle.]]&lt;br /&gt;
[[Image:Likvidator rifle 4 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 6.jpg|thumb|none|600px|The first (and last) moment, when the shot of this gun isn't blured.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==OSV-96==&lt;br /&gt;
First sniper uses [[OSV-96]].&lt;br /&gt;
[[Image:KBP OSV-96.jpg|thumb|none|400px|OSV-96 ''Vzlomshchik'' - 12.7x108mm]]&lt;br /&gt;
[[Image:Likvidator rifle 5 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 5 2.jpg|thumb|none|600px|Sniper aims at the possible assassins.]]&lt;br /&gt;
[[Image:Likvidator rifle 5 3.jpg|thumb|none|600px|Another view of the same scene.]]&lt;br /&gt;
[[Image:Likvidator rifle 5 4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==VSK-94==&lt;br /&gt;
Second sniper can be seen with [[VSK-94]].&lt;br /&gt;
[[Image:VSK94.jpg|thumb|none|400px|VSK-94 with PKS-07 scope - 9x39mm. Current production model.]]&lt;br /&gt;
[[Image:Likvidator rifle 6 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 6 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
Third sniper uses [[SVD Dragunov]].&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:Likvidator rifle 7 1.jpg|thumb|none|600px|Sniper aims.]]&lt;br /&gt;
[[Image:Likvidator rifle 7 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 7 3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Kazakh Produced]]&lt;br /&gt;
[[Category:Akan Satayev]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Liquidator&amp;diff=1121778</id>
		<title>The Liquidator</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Liquidator&amp;diff=1121778"/>
		<updated>2017-08-08T23:54:21Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* AK-74 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie&lt;br /&gt;
|name = The Liquidator&amp;lt;br&amp;gt; Likvidator&lt;br /&gt;
|picture = Likvidator poster.jpg&lt;br /&gt;
|caption = ''Film Poster''&lt;br /&gt;
|country = [[Image:KAZ.jpg|25px]] Kazakhstan&lt;br /&gt;
|director = [[Akan Satayev]]&lt;br /&gt;
|date= 2011&lt;br /&gt;
|language = Russian&amp;lt;br&amp;gt;English&amp;lt;br&amp;gt; Kazakh&lt;br /&gt;
|studio=Kazakhfilm Studios&amp;lt;br&amp;gt; Sataifilm&lt;br /&gt;
|distributor=&lt;br /&gt;
|character1=Arsen&lt;br /&gt;
|actor1=Berik Aitzhanov&lt;br /&gt;
|character2=Berik&lt;br /&gt;
|actor2=[[Aziz Beyshenaliev]]&lt;br /&gt;
|character3=Maks&lt;br /&gt;
|actor3=[[Bopesh Zhandayev]]&lt;br /&gt;
|character4=Killer&lt;br /&gt;
|actor4=[[Vinnie Jones]]&lt;br /&gt;
|character5=Aldiyar&lt;br /&gt;
|actor5=Mintai Utepbergenov&lt;br /&gt;
|character6=Secret Agent 1&lt;br /&gt;
|actor6=Toleubek Aralbay&lt;br /&gt;
|character7=Secret Agent 2&lt;br /&gt;
|actor7=Michael Tokarev&lt;br /&gt;
}}&lt;br /&gt;
'''The Liquidator''' (original title is ''Ликвидатор'' '''''Likvidator''''') is a 2011 Kazakhstan action triller.&lt;br /&gt;
&lt;br /&gt;
{{Film Title|The Liquidator}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
[[Makarov PM]] is the personal firearm of the main hero Arsen (Berik Aitzhanov). During his service, his duty sidearm is a [[Makarov PM]] with black grips. Later, he changes it to another [[Makarov PM]] with brown grips and uses it until the film's ending. Several other characters, including Viktor's bodyguard Gorilla (Daulet Abdygaporov) also use Makarov pistols.&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:MakarovIJ70.jpg|thumb|none|300px|Commercial imported Makarov by Baikal, called the '''IJ-70''' - 9x18mm Makarov. It features an adjustable rear sight, not seen on the military Makarov pistol. Also the finish is inferior to the original Makarov PM.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 1.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) puts his pistol on the table.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 2.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) draws his pistol...]]&lt;br /&gt;
[[Image:Likvidator pistol 1 3.jpg|thumb|none|600px|...and fires it.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 4.jpg|thumb|none|600px|Assassin (Baurzhan Abishev) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 5.jpg|thumb|none|600px|Security guard (uncredited) aims his pistol during the shootout.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 6.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 1 7.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) assembles his pistol.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 8.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 1 9.jpg|thumb|none|600px|Close Up.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 10.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) aims his pistol during the last fight.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 11.jpg|thumb|none|600px|Policeman fires.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT92==&lt;br /&gt;
Killer ([[Vinnie Jones]]) uses a suppressed [[Taurus PT92]] during the film.&lt;br /&gt;
[[Image:PT92AFRail.jpg|thumb|none|300px|Taurus PT92AF (current production model with accessory rails) - 9x19mm]]&lt;br /&gt;
[[Image:Likvidator pistol 2 1.jpg|thumb|none|600px|Killer ([[Vinnie Jones]]) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 2 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 5.jpg|thumb|none|600px|Supressed muzzle is seen.]]&lt;br /&gt;
[[Image:Likvidator pistol 2 promo.jpg|thumb|none|600px|Promotional Shot.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PP==&lt;br /&gt;
[[Walther PP]] is the second firearm of Killer ([[Vinnie Jones]]).&lt;br /&gt;
[[Image:Walther_PP.jpg‎|thumb|300px|none|War Time Walther PP Pistol.  The lesser-known, full-length barreled Walther PP is available in .22LR, 6.35mm auto (.25 ACP), 7.65x17mm (.32 ACP) Auto or 9x17mm (.380 ACP).]]&lt;br /&gt;
[[Image:Likvidator pistol 3 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 3 2.jpg|thumb|none|600px|Killer ([[Vinnie Jones]]) in ambush.]]&lt;br /&gt;
[[Image:Likvidator pistol 3 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 3 4.jpg|thumb|none|600px|Pistol is seen.]]&lt;br /&gt;
[[Image:Likvidator pistol 3 5.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
Police Detective Berik ([[Aziz Beyshenaliev]]) carries a [[Glock 17]] as his duty sidearm (that's very unusual for Kazakh policeman), although it's never seen clearly.&lt;br /&gt;
[[Image:Glock17EarlyModel.jpg|thumb|none|300px|2nd Generation Glock 17 - 9x19mm. This model added finger stepping and cuts to the backstrap of the frame to make it easier to hold than the Generation 1 model.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 1.jpg|thumb|none|600px|Berik ([[Aziz Beyshenaliev]]) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 2.jpg|thumb|none|600px|Berik ([[Aziz Beyshenaliev]]) (at the left) in ambush.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 6.jpg|thumb|none|600px|Pistol on the floor.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 7.jpg|thumb|none|400px|On the original film poster this pistol can be seen at the left.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles and Assault Rifles=&lt;br /&gt;
==AKS-74==&lt;br /&gt;
[[AKS-74]] rifles can be seen in the hands of several policeman and ''Arystan'' (Kazakh Special Forces) soldiers.&lt;br /&gt;
[[Image:AKS-74.jpg|thumb|none|400px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 1 1.jpg|thumb|none|600px|Soldier at the left.]]&lt;br /&gt;
[[Image:Likvidator rifle 1 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 6.jpg|thumb|none|600px|Muzzle is seen.]]&lt;br /&gt;
[[Image:Likvidator rifle 1 7.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
One ''Arystan'' soldier carries a rifle that isn't seen very clearly, but the stock shape is similar to an [[AKMS]] (that has the most chance to appear in a Kazakh movie).&lt;br /&gt;
[[Image:AKMS.jpg|thumb|none|400px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 2 1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
One ''Arystan'' soldier briefly uses an [[AK-74]] at the film's climax.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 8 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 8 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 8 3.jpg|thumb|none|600px|Soldier fires.]]&lt;br /&gt;
&lt;br /&gt;
==9A-91==&lt;br /&gt;
Several Kazakh policemen uses [[9A-91]].&lt;br /&gt;
[[Image:9a91.jpg|thumb|none|400px|9A-91 - 9x39mm. Old model.]]&lt;br /&gt;
[[Image:Likvidator rifle 4 1.jpg|thumb|none|600px|(1) and (2)]]&lt;br /&gt;
[[Image:Likvidator rifle 4 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 4.jpg|thumb|none|600px|A the up left angle.]]&lt;br /&gt;
[[Image:Likvidator rifle 4 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 6.jpg|thumb|none|600px|The first (and last) moment, when shot of this gun not blured.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==OSV-96==&lt;br /&gt;
First sniper uses [[OSV-96]].&lt;br /&gt;
[[Image:KBP OSV-96.jpg|thumb|none|400px|OSV-96 ''Vzlomshchik'' - 12.7x108mm]]&lt;br /&gt;
[[Image:Likvidator rifle 5 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 5 2.jpg|thumb|none|600px|Sniper aims at the possible assassins.]]&lt;br /&gt;
[[Image:Likvidator rifle 5 3.jpg|thumb|none|600px|Another view of the same scene.]]&lt;br /&gt;
[[Image:Likvidator rifle 5 4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==VSK-94==&lt;br /&gt;
Second sniper can be seen with [[VSK-94]].&lt;br /&gt;
[[Image:VSK94.jpg|thumb|none|400px|VSK-94 with PKS-07 scope - 9x39mm. Current production model.]]&lt;br /&gt;
[[Image:Likvidator rifle 6 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 6 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
Third sniper uses [[SVD Dragunov]].&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:Likvidator rifle 7 1.jpg|thumb|none|600px|Sniper aims.]]&lt;br /&gt;
[[Image:Likvidator rifle 7 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 7 3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Kazakh Produced]]&lt;br /&gt;
[[Category:Akan Satayev]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Liquidator&amp;diff=1121776</id>
		<title>The Liquidator</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Liquidator&amp;diff=1121776"/>
		<updated>2017-08-08T23:54:01Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* AKMS */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie&lt;br /&gt;
|name = The Liquidator&amp;lt;br&amp;gt; Likvidator&lt;br /&gt;
|picture = Likvidator poster.jpg&lt;br /&gt;
|caption = ''Film Poster''&lt;br /&gt;
|country = [[Image:KAZ.jpg|25px]] Kazakhstan&lt;br /&gt;
|director = [[Akan Satayev]]&lt;br /&gt;
|date= 2011&lt;br /&gt;
|language = Russian&amp;lt;br&amp;gt;English&amp;lt;br&amp;gt; Kazakh&lt;br /&gt;
|studio=Kazakhfilm Studios&amp;lt;br&amp;gt; Sataifilm&lt;br /&gt;
|distributor=&lt;br /&gt;
|character1=Arsen&lt;br /&gt;
|actor1=Berik Aitzhanov&lt;br /&gt;
|character2=Berik&lt;br /&gt;
|actor2=[[Aziz Beyshenaliev]]&lt;br /&gt;
|character3=Maks&lt;br /&gt;
|actor3=[[Bopesh Zhandayev]]&lt;br /&gt;
|character4=Killer&lt;br /&gt;
|actor4=[[Vinnie Jones]]&lt;br /&gt;
|character5=Aldiyar&lt;br /&gt;
|actor5=Mintai Utepbergenov&lt;br /&gt;
|character6=Secret Agent 1&lt;br /&gt;
|actor6=Toleubek Aralbay&lt;br /&gt;
|character7=Secret Agent 2&lt;br /&gt;
|actor7=Michael Tokarev&lt;br /&gt;
}}&lt;br /&gt;
'''The Liquidator''' (original title is ''Ликвидатор'' '''''Likvidator''''') is a 2011 Kazakhstan action triller.&lt;br /&gt;
&lt;br /&gt;
{{Film Title|The Liquidator}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
[[Makarov PM]] is the personal firearm of the main hero Arsen (Berik Aitzhanov). During his service, his duty sidearm is a [[Makarov PM]] with black grips. Later, he changes it to another [[Makarov PM]] with brown grips and uses it until the film's ending. Several other characters, including Viktor's bodyguard Gorilla (Daulet Abdygaporov) also use Makarov pistols.&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:MakarovIJ70.jpg|thumb|none|300px|Commercial imported Makarov by Baikal, called the '''IJ-70''' - 9x18mm Makarov. It features an adjustable rear sight, not seen on the military Makarov pistol. Also the finish is inferior to the original Makarov PM.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 1.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) puts his pistol on the table.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 2.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) draws his pistol...]]&lt;br /&gt;
[[Image:Likvidator pistol 1 3.jpg|thumb|none|600px|...and fires it.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 4.jpg|thumb|none|600px|Assassin (Baurzhan Abishev) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 5.jpg|thumb|none|600px|Security guard (uncredited) aims his pistol during the shootout.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 6.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 1 7.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) assembles his pistol.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 8.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 1 9.jpg|thumb|none|600px|Close Up.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 10.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) aims his pistol during the last fight.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 11.jpg|thumb|none|600px|Policeman fires.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT92==&lt;br /&gt;
Killer ([[Vinnie Jones]]) uses a suppressed [[Taurus PT92]] during the film.&lt;br /&gt;
[[Image:PT92AFRail.jpg|thumb|none|300px|Taurus PT92AF (current production model with accessory rails) - 9x19mm]]&lt;br /&gt;
[[Image:Likvidator pistol 2 1.jpg|thumb|none|600px|Killer ([[Vinnie Jones]]) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 2 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 5.jpg|thumb|none|600px|Supressed muzzle is seen.]]&lt;br /&gt;
[[Image:Likvidator pistol 2 promo.jpg|thumb|none|600px|Promotional Shot.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PP==&lt;br /&gt;
[[Walther PP]] is the second firearm of Killer ([[Vinnie Jones]]).&lt;br /&gt;
[[Image:Walther_PP.jpg‎|thumb|300px|none|War Time Walther PP Pistol.  The lesser-known, full-length barreled Walther PP is available in .22LR, 6.35mm auto (.25 ACP), 7.65x17mm (.32 ACP) Auto or 9x17mm (.380 ACP).]]&lt;br /&gt;
[[Image:Likvidator pistol 3 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 3 2.jpg|thumb|none|600px|Killer ([[Vinnie Jones]]) in ambush.]]&lt;br /&gt;
[[Image:Likvidator pistol 3 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 3 4.jpg|thumb|none|600px|Pistol is seen.]]&lt;br /&gt;
[[Image:Likvidator pistol 3 5.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
Police Detective Berik ([[Aziz Beyshenaliev]]) carries a [[Glock 17]] as his duty sidearm (that's very unusual for Kazakh policeman), although it's never seen clearly.&lt;br /&gt;
[[Image:Glock17EarlyModel.jpg|thumb|none|300px|2nd Generation Glock 17 - 9x19mm. This model added finger stepping and cuts to the backstrap of the frame to make it easier to hold than the Generation 1 model.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 1.jpg|thumb|none|600px|Berik ([[Aziz Beyshenaliev]]) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 2.jpg|thumb|none|600px|Berik ([[Aziz Beyshenaliev]]) (at the left) in ambush.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 6.jpg|thumb|none|600px|Pistol on the floor.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 7.jpg|thumb|none|400px|On the original film poster this pistol can be seen at the left.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles and Assault Rifles=&lt;br /&gt;
==AKS-74==&lt;br /&gt;
[[AKS-74]] rifles can be seen in the hands of several policeman and ''Arystan'' (Kazakh Special Forces) soldiers.&lt;br /&gt;
[[Image:AKS-74.jpg|thumb|none|400px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 1 1.jpg|thumb|none|600px|Soldier at the left.]]&lt;br /&gt;
[[Image:Likvidator rifle 1 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 6.jpg|thumb|none|600px|Muzzle is seen.]]&lt;br /&gt;
[[Image:Likvidator rifle 1 7.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
One ''Arystan'' soldier carries a rifle that isn't seen very clearly, but the stock shape is similar to an [[AKMS]] (that has the most chance to appear in a Kazakh movie).&lt;br /&gt;
[[Image:AKMS.jpg|thumb|none|400px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 2 1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
One ''Arystan'' soldier briefly uses [[AK-74]] at the film climax.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 8 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 8 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 8 3.jpg|thumb|none|600px|Soldier fires.]]&lt;br /&gt;
&lt;br /&gt;
==9A-91==&lt;br /&gt;
Several Kazakh policemen uses [[9A-91]].&lt;br /&gt;
[[Image:9a91.jpg|thumb|none|400px|9A-91 - 9x39mm. Old model.]]&lt;br /&gt;
[[Image:Likvidator rifle 4 1.jpg|thumb|none|600px|(1) and (2)]]&lt;br /&gt;
[[Image:Likvidator rifle 4 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 4.jpg|thumb|none|600px|A the up left angle.]]&lt;br /&gt;
[[Image:Likvidator rifle 4 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 6.jpg|thumb|none|600px|The first (and last) moment, when shot of this gun not blured.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==OSV-96==&lt;br /&gt;
First sniper uses [[OSV-96]].&lt;br /&gt;
[[Image:KBP OSV-96.jpg|thumb|none|400px|OSV-96 ''Vzlomshchik'' - 12.7x108mm]]&lt;br /&gt;
[[Image:Likvidator rifle 5 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 5 2.jpg|thumb|none|600px|Sniper aims at the possible assassins.]]&lt;br /&gt;
[[Image:Likvidator rifle 5 3.jpg|thumb|none|600px|Another view of the same scene.]]&lt;br /&gt;
[[Image:Likvidator rifle 5 4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==VSK-94==&lt;br /&gt;
Second sniper can be seen with [[VSK-94]].&lt;br /&gt;
[[Image:VSK94.jpg|thumb|none|400px|VSK-94 with PKS-07 scope - 9x39mm. Current production model.]]&lt;br /&gt;
[[Image:Likvidator rifle 6 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 6 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
Third sniper uses [[SVD Dragunov]].&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:Likvidator rifle 7 1.jpg|thumb|none|600px|Sniper aims.]]&lt;br /&gt;
[[Image:Likvidator rifle 7 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 7 3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Kazakh Produced]]&lt;br /&gt;
[[Category:Akan Satayev]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Liquidator&amp;diff=1121773</id>
		<title>The Liquidator</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Liquidator&amp;diff=1121773"/>
		<updated>2017-08-08T23:53:01Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* AKS-74 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie&lt;br /&gt;
|name = The Liquidator&amp;lt;br&amp;gt; Likvidator&lt;br /&gt;
|picture = Likvidator poster.jpg&lt;br /&gt;
|caption = ''Film Poster''&lt;br /&gt;
|country = [[Image:KAZ.jpg|25px]] Kazakhstan&lt;br /&gt;
|director = [[Akan Satayev]]&lt;br /&gt;
|date= 2011&lt;br /&gt;
|language = Russian&amp;lt;br&amp;gt;English&amp;lt;br&amp;gt; Kazakh&lt;br /&gt;
|studio=Kazakhfilm Studios&amp;lt;br&amp;gt; Sataifilm&lt;br /&gt;
|distributor=&lt;br /&gt;
|character1=Arsen&lt;br /&gt;
|actor1=Berik Aitzhanov&lt;br /&gt;
|character2=Berik&lt;br /&gt;
|actor2=[[Aziz Beyshenaliev]]&lt;br /&gt;
|character3=Maks&lt;br /&gt;
|actor3=[[Bopesh Zhandayev]]&lt;br /&gt;
|character4=Killer&lt;br /&gt;
|actor4=[[Vinnie Jones]]&lt;br /&gt;
|character5=Aldiyar&lt;br /&gt;
|actor5=Mintai Utepbergenov&lt;br /&gt;
|character6=Secret Agent 1&lt;br /&gt;
|actor6=Toleubek Aralbay&lt;br /&gt;
|character7=Secret Agent 2&lt;br /&gt;
|actor7=Michael Tokarev&lt;br /&gt;
}}&lt;br /&gt;
'''The Liquidator''' (original title is ''Ликвидатор'' '''''Likvidator''''') is a 2011 Kazakhstan action triller.&lt;br /&gt;
&lt;br /&gt;
{{Film Title|The Liquidator}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
[[Makarov PM]] is the personal firearm of the main hero Arsen (Berik Aitzhanov). During his service, his duty sidearm is a [[Makarov PM]] with black grips. Later, he changes it to another [[Makarov PM]] with brown grips and uses it until the film's ending. Several other characters, including Viktor's bodyguard Gorilla (Daulet Abdygaporov) also use Makarov pistols.&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:MakarovIJ70.jpg|thumb|none|300px|Commercial imported Makarov by Baikal, called the '''IJ-70''' - 9x18mm Makarov. It features an adjustable rear sight, not seen on the military Makarov pistol. Also the finish is inferior to the original Makarov PM.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 1.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) puts his pistol on the table.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 2.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) draws his pistol...]]&lt;br /&gt;
[[Image:Likvidator pistol 1 3.jpg|thumb|none|600px|...and fires it.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 4.jpg|thumb|none|600px|Assassin (Baurzhan Abishev) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 5.jpg|thumb|none|600px|Security guard (uncredited) aims his pistol during the shootout.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 6.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 1 7.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) assembles his pistol.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 8.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 1 9.jpg|thumb|none|600px|Close Up.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 10.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) aims his pistol during the last fight.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 11.jpg|thumb|none|600px|Policeman fires.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT92==&lt;br /&gt;
Killer ([[Vinnie Jones]]) uses a suppressed [[Taurus PT92]] during the film.&lt;br /&gt;
[[Image:PT92AFRail.jpg|thumb|none|300px|Taurus PT92AF (current production model with accessory rails) - 9x19mm]]&lt;br /&gt;
[[Image:Likvidator pistol 2 1.jpg|thumb|none|600px|Killer ([[Vinnie Jones]]) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 2 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 5.jpg|thumb|none|600px|Supressed muzzle is seen.]]&lt;br /&gt;
[[Image:Likvidator pistol 2 promo.jpg|thumb|none|600px|Promotional Shot.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PP==&lt;br /&gt;
[[Walther PP]] is the second firearm of Killer ([[Vinnie Jones]]).&lt;br /&gt;
[[Image:Walther_PP.jpg‎|thumb|300px|none|War Time Walther PP Pistol.  The lesser-known, full-length barreled Walther PP is available in .22LR, 6.35mm auto (.25 ACP), 7.65x17mm (.32 ACP) Auto or 9x17mm (.380 ACP).]]&lt;br /&gt;
[[Image:Likvidator pistol 3 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 3 2.jpg|thumb|none|600px|Killer ([[Vinnie Jones]]) in ambush.]]&lt;br /&gt;
[[Image:Likvidator pistol 3 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 3 4.jpg|thumb|none|600px|Pistol is seen.]]&lt;br /&gt;
[[Image:Likvidator pistol 3 5.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
Police Detective Berik ([[Aziz Beyshenaliev]]) carries a [[Glock 17]] as his duty sidearm (that's very unusual for Kazakh policeman), although it's never seen clearly.&lt;br /&gt;
[[Image:Glock17EarlyModel.jpg|thumb|none|300px|2nd Generation Glock 17 - 9x19mm. This model added finger stepping and cuts to the backstrap of the frame to make it easier to hold than the Generation 1 model.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 1.jpg|thumb|none|600px|Berik ([[Aziz Beyshenaliev]]) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 2.jpg|thumb|none|600px|Berik ([[Aziz Beyshenaliev]]) (at the left) in ambush.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 6.jpg|thumb|none|600px|Pistol on the floor.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 7.jpg|thumb|none|400px|On the original film poster this pistol can be seen at the left.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles and Assault Rifles=&lt;br /&gt;
==AKS-74==&lt;br /&gt;
[[AKS-74]] rifles can be seen in the hands of several policeman and ''Arystan'' (Kazakh Special Forces) soldiers.&lt;br /&gt;
[[Image:AKS-74.jpg|thumb|none|400px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 1 1.jpg|thumb|none|600px|Soldier at the left.]]&lt;br /&gt;
[[Image:Likvidator rifle 1 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 6.jpg|thumb|none|600px|Muzzle is seen.]]&lt;br /&gt;
[[Image:Likvidator rifle 1 7.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
One ''Arystan'' soldier carry rifle, that seen very briefly and unclear, but the stock shape is similar to [[AKMS]] (that has the most chanse appears in Kazakh movie).&lt;br /&gt;
[[Image:AKMS.jpg|thumb|none|400px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 2 1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
One ''Arystan'' soldier briefly uses [[AK-74]] at the film climax.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 8 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 8 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 8 3.jpg|thumb|none|600px|Soldier fires.]]&lt;br /&gt;
&lt;br /&gt;
==9A-91==&lt;br /&gt;
Several Kazakh policemen uses [[9A-91]].&lt;br /&gt;
[[Image:9a91.jpg|thumb|none|400px|9A-91 - 9x39mm. Old model.]]&lt;br /&gt;
[[Image:Likvidator rifle 4 1.jpg|thumb|none|600px|(1) and (2)]]&lt;br /&gt;
[[Image:Likvidator rifle 4 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 4.jpg|thumb|none|600px|A the up left angle.]]&lt;br /&gt;
[[Image:Likvidator rifle 4 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 6.jpg|thumb|none|600px|The first (and last) moment, when shot of this gun not blured.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==OSV-96==&lt;br /&gt;
First sniper uses [[OSV-96]].&lt;br /&gt;
[[Image:KBP OSV-96.jpg|thumb|none|400px|OSV-96 ''Vzlomshchik'' - 12.7x108mm]]&lt;br /&gt;
[[Image:Likvidator rifle 5 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 5 2.jpg|thumb|none|600px|Sniper aims at the possible assassins.]]&lt;br /&gt;
[[Image:Likvidator rifle 5 3.jpg|thumb|none|600px|Another view of the same scene.]]&lt;br /&gt;
[[Image:Likvidator rifle 5 4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==VSK-94==&lt;br /&gt;
Second sniper can be seen with [[VSK-94]].&lt;br /&gt;
[[Image:VSK94.jpg|thumb|none|400px|VSK-94 with PKS-07 scope - 9x39mm. Current production model.]]&lt;br /&gt;
[[Image:Likvidator rifle 6 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 6 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
Third sniper uses [[SVD Dragunov]].&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:Likvidator rifle 7 1.jpg|thumb|none|600px|Sniper aims.]]&lt;br /&gt;
[[Image:Likvidator rifle 7 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 7 3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Kazakh Produced]]&lt;br /&gt;
[[Category:Akan Satayev]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Liquidator&amp;diff=1121772</id>
		<title>The Liquidator</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Liquidator&amp;diff=1121772"/>
		<updated>2017-08-08T23:52:26Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Glock 17 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie&lt;br /&gt;
|name = The Liquidator&amp;lt;br&amp;gt; Likvidator&lt;br /&gt;
|picture = Likvidator poster.jpg&lt;br /&gt;
|caption = ''Film Poster''&lt;br /&gt;
|country = [[Image:KAZ.jpg|25px]] Kazakhstan&lt;br /&gt;
|director = [[Akan Satayev]]&lt;br /&gt;
|date= 2011&lt;br /&gt;
|language = Russian&amp;lt;br&amp;gt;English&amp;lt;br&amp;gt; Kazakh&lt;br /&gt;
|studio=Kazakhfilm Studios&amp;lt;br&amp;gt; Sataifilm&lt;br /&gt;
|distributor=&lt;br /&gt;
|character1=Arsen&lt;br /&gt;
|actor1=Berik Aitzhanov&lt;br /&gt;
|character2=Berik&lt;br /&gt;
|actor2=[[Aziz Beyshenaliev]]&lt;br /&gt;
|character3=Maks&lt;br /&gt;
|actor3=[[Bopesh Zhandayev]]&lt;br /&gt;
|character4=Killer&lt;br /&gt;
|actor4=[[Vinnie Jones]]&lt;br /&gt;
|character5=Aldiyar&lt;br /&gt;
|actor5=Mintai Utepbergenov&lt;br /&gt;
|character6=Secret Agent 1&lt;br /&gt;
|actor6=Toleubek Aralbay&lt;br /&gt;
|character7=Secret Agent 2&lt;br /&gt;
|actor7=Michael Tokarev&lt;br /&gt;
}}&lt;br /&gt;
'''The Liquidator''' (original title is ''Ликвидатор'' '''''Likvidator''''') is a 2011 Kazakhstan action triller.&lt;br /&gt;
&lt;br /&gt;
{{Film Title|The Liquidator}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
[[Makarov PM]] is the personal firearm of the main hero Arsen (Berik Aitzhanov). During his service, his duty sidearm is a [[Makarov PM]] with black grips. Later, he changes it to another [[Makarov PM]] with brown grips and uses it until the film's ending. Several other characters, including Viktor's bodyguard Gorilla (Daulet Abdygaporov) also use Makarov pistols.&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:MakarovIJ70.jpg|thumb|none|300px|Commercial imported Makarov by Baikal, called the '''IJ-70''' - 9x18mm Makarov. It features an adjustable rear sight, not seen on the military Makarov pistol. Also the finish is inferior to the original Makarov PM.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 1.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) puts his pistol on the table.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 2.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) draws his pistol...]]&lt;br /&gt;
[[Image:Likvidator pistol 1 3.jpg|thumb|none|600px|...and fires it.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 4.jpg|thumb|none|600px|Assassin (Baurzhan Abishev) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 5.jpg|thumb|none|600px|Security guard (uncredited) aims his pistol during the shootout.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 6.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 1 7.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) assembles his pistol.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 8.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 1 9.jpg|thumb|none|600px|Close Up.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 10.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) aims his pistol during the last fight.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 11.jpg|thumb|none|600px|Policeman fires.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT92==&lt;br /&gt;
Killer ([[Vinnie Jones]]) uses a suppressed [[Taurus PT92]] during the film.&lt;br /&gt;
[[Image:PT92AFRail.jpg|thumb|none|300px|Taurus PT92AF (current production model with accessory rails) - 9x19mm]]&lt;br /&gt;
[[Image:Likvidator pistol 2 1.jpg|thumb|none|600px|Killer ([[Vinnie Jones]]) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 2 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 5.jpg|thumb|none|600px|Supressed muzzle is seen.]]&lt;br /&gt;
[[Image:Likvidator pistol 2 promo.jpg|thumb|none|600px|Promotional Shot.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PP==&lt;br /&gt;
[[Walther PP]] is the second firearm of Killer ([[Vinnie Jones]]).&lt;br /&gt;
[[Image:Walther_PP.jpg‎|thumb|300px|none|War Time Walther PP Pistol.  The lesser-known, full-length barreled Walther PP is available in .22LR, 6.35mm auto (.25 ACP), 7.65x17mm (.32 ACP) Auto or 9x17mm (.380 ACP).]]&lt;br /&gt;
[[Image:Likvidator pistol 3 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 3 2.jpg|thumb|none|600px|Killer ([[Vinnie Jones]]) in ambush.]]&lt;br /&gt;
[[Image:Likvidator pistol 3 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 3 4.jpg|thumb|none|600px|Pistol is seen.]]&lt;br /&gt;
[[Image:Likvidator pistol 3 5.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
Police Detective Berik ([[Aziz Beyshenaliev]]) carries a [[Glock 17]] as his duty sidearm (that's very unusual for Kazakh policeman), although it's never seen clearly.&lt;br /&gt;
[[Image:Glock17EarlyModel.jpg|thumb|none|300px|2nd Generation Glock 17 - 9x19mm. This model added finger stepping and cuts to the backstrap of the frame to make it easier to hold than the Generation 1 model.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 1.jpg|thumb|none|600px|Berik ([[Aziz Beyshenaliev]]) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 2.jpg|thumb|none|600px|Berik ([[Aziz Beyshenaliev]]) (at the left) in ambush.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 6.jpg|thumb|none|600px|Pistol on the floor.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 7.jpg|thumb|none|400px|On the original film poster this pistol can be seen at the left.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles and Assault Rifles=&lt;br /&gt;
==AKS-74==&lt;br /&gt;
[[AKS-74]] rifles can be seen in the hands of several policeman and ''Arystan'' (Kazakh Spesial Forses) soldiers.&lt;br /&gt;
[[Image:AKS-74.jpg|thumb|none|400px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 1 1.jpg|thumb|none|600px|Soldier at the left.]]&lt;br /&gt;
[[Image:Likvidator rifle 1 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 6.jpg|thumb|none|600px|Muzzle is seen.]]&lt;br /&gt;
[[Image:Likvidator rifle 1 7.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
One ''Arystan'' soldier carry rifle, that seen very briefly and unclear, but the stock shape is similar to [[AKMS]] (that has the most chanse appears in Kazakh movie).&lt;br /&gt;
[[Image:AKMS.jpg|thumb|none|400px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 2 1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
One ''Arystan'' soldier briefly uses [[AK-74]] at the film climax.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 8 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 8 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 8 3.jpg|thumb|none|600px|Soldier fires.]]&lt;br /&gt;
&lt;br /&gt;
==9A-91==&lt;br /&gt;
Several Kazakh policemen uses [[9A-91]].&lt;br /&gt;
[[Image:9a91.jpg|thumb|none|400px|9A-91 - 9x39mm. Old model.]]&lt;br /&gt;
[[Image:Likvidator rifle 4 1.jpg|thumb|none|600px|(1) and (2)]]&lt;br /&gt;
[[Image:Likvidator rifle 4 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 4.jpg|thumb|none|600px|A the up left angle.]]&lt;br /&gt;
[[Image:Likvidator rifle 4 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 6.jpg|thumb|none|600px|The first (and last) moment, when shot of this gun not blured.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==OSV-96==&lt;br /&gt;
First sniper uses [[OSV-96]].&lt;br /&gt;
[[Image:KBP OSV-96.jpg|thumb|none|400px|OSV-96 ''Vzlomshchik'' - 12.7x108mm]]&lt;br /&gt;
[[Image:Likvidator rifle 5 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 5 2.jpg|thumb|none|600px|Sniper aims at the possible assassins.]]&lt;br /&gt;
[[Image:Likvidator rifle 5 3.jpg|thumb|none|600px|Another view of the same scene.]]&lt;br /&gt;
[[Image:Likvidator rifle 5 4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==VSK-94==&lt;br /&gt;
Second sniper can be seen with [[VSK-94]].&lt;br /&gt;
[[Image:VSK94.jpg|thumb|none|400px|VSK-94 with PKS-07 scope - 9x39mm. Current production model.]]&lt;br /&gt;
[[Image:Likvidator rifle 6 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 6 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
Third sniper uses [[SVD Dragunov]].&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:Likvidator rifle 7 1.jpg|thumb|none|600px|Sniper aims.]]&lt;br /&gt;
[[Image:Likvidator rifle 7 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 7 3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Kazakh Produced]]&lt;br /&gt;
[[Category:Akan Satayev]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Liquidator&amp;diff=1121771</id>
		<title>The Liquidator</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Liquidator&amp;diff=1121771"/>
		<updated>2017-08-08T23:51:21Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Taurus PT92 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie&lt;br /&gt;
|name = The Liquidator&amp;lt;br&amp;gt; Likvidator&lt;br /&gt;
|picture = Likvidator poster.jpg&lt;br /&gt;
|caption = ''Film Poster''&lt;br /&gt;
|country = [[Image:KAZ.jpg|25px]] Kazakhstan&lt;br /&gt;
|director = [[Akan Satayev]]&lt;br /&gt;
|date= 2011&lt;br /&gt;
|language = Russian&amp;lt;br&amp;gt;English&amp;lt;br&amp;gt; Kazakh&lt;br /&gt;
|studio=Kazakhfilm Studios&amp;lt;br&amp;gt; Sataifilm&lt;br /&gt;
|distributor=&lt;br /&gt;
|character1=Arsen&lt;br /&gt;
|actor1=Berik Aitzhanov&lt;br /&gt;
|character2=Berik&lt;br /&gt;
|actor2=[[Aziz Beyshenaliev]]&lt;br /&gt;
|character3=Maks&lt;br /&gt;
|actor3=[[Bopesh Zhandayev]]&lt;br /&gt;
|character4=Killer&lt;br /&gt;
|actor4=[[Vinnie Jones]]&lt;br /&gt;
|character5=Aldiyar&lt;br /&gt;
|actor5=Mintai Utepbergenov&lt;br /&gt;
|character6=Secret Agent 1&lt;br /&gt;
|actor6=Toleubek Aralbay&lt;br /&gt;
|character7=Secret Agent 2&lt;br /&gt;
|actor7=Michael Tokarev&lt;br /&gt;
}}&lt;br /&gt;
'''The Liquidator''' (original title is ''Ликвидатор'' '''''Likvidator''''') is a 2011 Kazakhstan action triller.&lt;br /&gt;
&lt;br /&gt;
{{Film Title|The Liquidator}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
[[Makarov PM]] is the personal firearm of the main hero Arsen (Berik Aitzhanov). During his service, his duty sidearm is a [[Makarov PM]] with black grips. Later, he changes it to another [[Makarov PM]] with brown grips and uses it until the film's ending. Several other characters, including Viktor's bodyguard Gorilla (Daulet Abdygaporov) also use Makarov pistols.&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:MakarovIJ70.jpg|thumb|none|300px|Commercial imported Makarov by Baikal, called the '''IJ-70''' - 9x18mm Makarov. It features an adjustable rear sight, not seen on the military Makarov pistol. Also the finish is inferior to the original Makarov PM.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 1.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) puts his pistol on the table.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 2.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) draws his pistol...]]&lt;br /&gt;
[[Image:Likvidator pistol 1 3.jpg|thumb|none|600px|...and fires it.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 4.jpg|thumb|none|600px|Assassin (Baurzhan Abishev) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 5.jpg|thumb|none|600px|Security guard (uncredited) aims his pistol during the shootout.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 6.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 1 7.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) assembles his pistol.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 8.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 1 9.jpg|thumb|none|600px|Close Up.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 10.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) aims his pistol during the last fight.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 11.jpg|thumb|none|600px|Policeman fires.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT92==&lt;br /&gt;
Killer ([[Vinnie Jones]]) uses a suppressed [[Taurus PT92]] during the film.&lt;br /&gt;
[[Image:PT92AFRail.jpg|thumb|none|300px|Taurus PT92AF (current production model with accessory rails) - 9x19mm]]&lt;br /&gt;
[[Image:Likvidator pistol 2 1.jpg|thumb|none|600px|Killer ([[Vinnie Jones]]) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 2 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 5.jpg|thumb|none|600px|Supressed muzzle is seen.]]&lt;br /&gt;
[[Image:Likvidator pistol 2 promo.jpg|thumb|none|600px|Promotional Shot.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PP==&lt;br /&gt;
[[Walther PP]] is the second firearm of Killer ([[Vinnie Jones]]).&lt;br /&gt;
[[Image:Walther_PP.jpg‎|thumb|300px|none|War Time Walther PP Pistol.  The lesser-known, full-length barreled Walther PP is available in .22LR, 6.35mm auto (.25 ACP), 7.65x17mm (.32 ACP) Auto or 9x17mm (.380 ACP).]]&lt;br /&gt;
[[Image:Likvidator pistol 3 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 3 2.jpg|thumb|none|600px|Killer ([[Vinnie Jones]]) in ambush.]]&lt;br /&gt;
[[Image:Likvidator pistol 3 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 3 4.jpg|thumb|none|600px|Pistol is seen.]]&lt;br /&gt;
[[Image:Likvidator pistol 3 5.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
Police det. Berik ([[Aziz Beyshenaliev]]) carry [[Glock 17]] as his duty sidearm (that's very unusual for Kazakh policeman), althought, it's never seen clear.&lt;br /&gt;
[[Image:Glock17EarlyModel.jpg|thumb|none|300px|2nd Generation Glock 17 - 9x19mm. This model added finger stepping and cuts to the backstrap of the frame to make it easier to hold than the Generation 1 model.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 1.jpg|thumb|none|600px|Berik ([[Aziz Beyshenaliev]]) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 2.jpg|thumb|none|600px|Berik ([[Aziz Beyshenaliev]]) (at the left) in ambush.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 6.jpg|thumb|none|600px|Pistol on the floor.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 7.jpg|thumb|none|400px|On the original film poster this pistol can be seen at the left.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles and Assault Rifles=&lt;br /&gt;
==AKS-74==&lt;br /&gt;
[[AKS-74]] rifles can be seen in the hands of several policeman and ''Arystan'' (Kazakh Spesial Forses) soldiers.&lt;br /&gt;
[[Image:AKS-74.jpg|thumb|none|400px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 1 1.jpg|thumb|none|600px|Soldier at the left.]]&lt;br /&gt;
[[Image:Likvidator rifle 1 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 6.jpg|thumb|none|600px|Muzzle is seen.]]&lt;br /&gt;
[[Image:Likvidator rifle 1 7.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
One ''Arystan'' soldier carry rifle, that seen very briefly and unclear, but the stock shape is similar to [[AKMS]] (that has the most chanse appears in Kazakh movie).&lt;br /&gt;
[[Image:AKMS.jpg|thumb|none|400px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 2 1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
One ''Arystan'' soldier briefly uses [[AK-74]] at the film climax.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 8 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 8 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 8 3.jpg|thumb|none|600px|Soldier fires.]]&lt;br /&gt;
&lt;br /&gt;
==9A-91==&lt;br /&gt;
Several Kazakh policemen uses [[9A-91]].&lt;br /&gt;
[[Image:9a91.jpg|thumb|none|400px|9A-91 - 9x39mm. Old model.]]&lt;br /&gt;
[[Image:Likvidator rifle 4 1.jpg|thumb|none|600px|(1) and (2)]]&lt;br /&gt;
[[Image:Likvidator rifle 4 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 4.jpg|thumb|none|600px|A the up left angle.]]&lt;br /&gt;
[[Image:Likvidator rifle 4 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 6.jpg|thumb|none|600px|The first (and last) moment, when shot of this gun not blured.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==OSV-96==&lt;br /&gt;
First sniper uses [[OSV-96]].&lt;br /&gt;
[[Image:KBP OSV-96.jpg|thumb|none|400px|OSV-96 ''Vzlomshchik'' - 12.7x108mm]]&lt;br /&gt;
[[Image:Likvidator rifle 5 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 5 2.jpg|thumb|none|600px|Sniper aims at the possible assassins.]]&lt;br /&gt;
[[Image:Likvidator rifle 5 3.jpg|thumb|none|600px|Another view of the same scene.]]&lt;br /&gt;
[[Image:Likvidator rifle 5 4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==VSK-94==&lt;br /&gt;
Second sniper can be seen with [[VSK-94]].&lt;br /&gt;
[[Image:VSK94.jpg|thumb|none|400px|VSK-94 with PKS-07 scope - 9x39mm. Current production model.]]&lt;br /&gt;
[[Image:Likvidator rifle 6 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 6 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
Third sniper uses [[SVD Dragunov]].&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:Likvidator rifle 7 1.jpg|thumb|none|600px|Sniper aims.]]&lt;br /&gt;
[[Image:Likvidator rifle 7 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 7 3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Kazakh Produced]]&lt;br /&gt;
[[Category:Akan Satayev]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Liquidator&amp;diff=1121770</id>
		<title>The Liquidator</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Liquidator&amp;diff=1121770"/>
		<updated>2017-08-08T23:50:25Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Makarov PM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie&lt;br /&gt;
|name = The Liquidator&amp;lt;br&amp;gt; Likvidator&lt;br /&gt;
|picture = Likvidator poster.jpg&lt;br /&gt;
|caption = ''Film Poster''&lt;br /&gt;
|country = [[Image:KAZ.jpg|25px]] Kazakhstan&lt;br /&gt;
|director = [[Akan Satayev]]&lt;br /&gt;
|date= 2011&lt;br /&gt;
|language = Russian&amp;lt;br&amp;gt;English&amp;lt;br&amp;gt; Kazakh&lt;br /&gt;
|studio=Kazakhfilm Studios&amp;lt;br&amp;gt; Sataifilm&lt;br /&gt;
|distributor=&lt;br /&gt;
|character1=Arsen&lt;br /&gt;
|actor1=Berik Aitzhanov&lt;br /&gt;
|character2=Berik&lt;br /&gt;
|actor2=[[Aziz Beyshenaliev]]&lt;br /&gt;
|character3=Maks&lt;br /&gt;
|actor3=[[Bopesh Zhandayev]]&lt;br /&gt;
|character4=Killer&lt;br /&gt;
|actor4=[[Vinnie Jones]]&lt;br /&gt;
|character5=Aldiyar&lt;br /&gt;
|actor5=Mintai Utepbergenov&lt;br /&gt;
|character6=Secret Agent 1&lt;br /&gt;
|actor6=Toleubek Aralbay&lt;br /&gt;
|character7=Secret Agent 2&lt;br /&gt;
|actor7=Michael Tokarev&lt;br /&gt;
}}&lt;br /&gt;
'''The Liquidator''' (original title is ''Ликвидатор'' '''''Likvidator''''') is a 2011 Kazakhstan action triller.&lt;br /&gt;
&lt;br /&gt;
{{Film Title|The Liquidator}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
[[Makarov PM]] is the personal firearm of the main hero Arsen (Berik Aitzhanov). During his service, his duty sidearm is a [[Makarov PM]] with black grips. Later, he changes it to another [[Makarov PM]] with brown grips and uses it until the film's ending. Several other characters, including Viktor's bodyguard Gorilla (Daulet Abdygaporov) also use Makarov pistols.&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:MakarovIJ70.jpg|thumb|none|300px|Commercial imported Makarov by Baikal, called the '''IJ-70''' - 9x18mm Makarov. It features an adjustable rear sight, not seen on the military Makarov pistol. Also the finish is inferior to the original Makarov PM.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 1.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) puts his pistol on the table.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 2.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) draws his pistol...]]&lt;br /&gt;
[[Image:Likvidator pistol 1 3.jpg|thumb|none|600px|...and fires it.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 4.jpg|thumb|none|600px|Assassin (Baurzhan Abishev) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 5.jpg|thumb|none|600px|Security guard (uncredited) aims his pistol during the shootout.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 6.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 1 7.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) assembles his pistol.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 8.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 1 9.jpg|thumb|none|600px|Close Up.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 10.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) aims his pistol during the last fight.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 11.jpg|thumb|none|600px|Policeman fires.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT92==&lt;br /&gt;
Killer ([[Vinnie Jones]]) uses suppressed [[Taurus PT92]] at the one moment.&lt;br /&gt;
[[Image:PT92AFRail.jpg|thumb|none|300px|Taurus PT92AF (current production model with accessory rails) - 9x19mm]]&lt;br /&gt;
[[Image:Likvidator pistol 2 1.jpg|thumb|none|600px|Killer ([[Vinnie Jones]]) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 2 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 5.jpg|thumb|none|600px|Supressed muzzle is seen.]]&lt;br /&gt;
[[Image:Likvidator pistol 2 promo.jpg|thumb|none|600px|Promotional Shot.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PP==&lt;br /&gt;
[[Walther PP]] is the second firearm of Killer ([[Vinnie Jones]]).&lt;br /&gt;
[[Image:Walther_PP.jpg‎|thumb|300px|none|War Time Walther PP Pistol.  The lesser-known, full-length barreled Walther PP is available in .22LR, 6.35mm auto (.25 ACP), 7.65x17mm (.32 ACP) Auto or 9x17mm (.380 ACP).]]&lt;br /&gt;
[[Image:Likvidator pistol 3 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 3 2.jpg|thumb|none|600px|Killer ([[Vinnie Jones]]) in ambush.]]&lt;br /&gt;
[[Image:Likvidator pistol 3 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 3 4.jpg|thumb|none|600px|Pistol is seen.]]&lt;br /&gt;
[[Image:Likvidator pistol 3 5.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
Police det. Berik ([[Aziz Beyshenaliev]]) carry [[Glock 17]] as his duty sidearm (that's very unusual for Kazakh policeman), althought, it's never seen clear.&lt;br /&gt;
[[Image:Glock17EarlyModel.jpg|thumb|none|300px|2nd Generation Glock 17 - 9x19mm. This model added finger stepping and cuts to the backstrap of the frame to make it easier to hold than the Generation 1 model.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 1.jpg|thumb|none|600px|Berik ([[Aziz Beyshenaliev]]) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 2.jpg|thumb|none|600px|Berik ([[Aziz Beyshenaliev]]) (at the left) in ambush.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 6.jpg|thumb|none|600px|Pistol on the floor.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 7.jpg|thumb|none|400px|On the original film poster this pistol can be seen at the left.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles and Assault Rifles=&lt;br /&gt;
==AKS-74==&lt;br /&gt;
[[AKS-74]] rifles can be seen in the hands of several policeman and ''Arystan'' (Kazakh Spesial Forses) soldiers.&lt;br /&gt;
[[Image:AKS-74.jpg|thumb|none|400px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 1 1.jpg|thumb|none|600px|Soldier at the left.]]&lt;br /&gt;
[[Image:Likvidator rifle 1 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 6.jpg|thumb|none|600px|Muzzle is seen.]]&lt;br /&gt;
[[Image:Likvidator rifle 1 7.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
One ''Arystan'' soldier carry rifle, that seen very briefly and unclear, but the stock shape is similar to [[AKMS]] (that has the most chanse appears in Kazakh movie).&lt;br /&gt;
[[Image:AKMS.jpg|thumb|none|400px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 2 1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
One ''Arystan'' soldier briefly uses [[AK-74]] at the film climax.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 8 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 8 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 8 3.jpg|thumb|none|600px|Soldier fires.]]&lt;br /&gt;
&lt;br /&gt;
==9A-91==&lt;br /&gt;
Several Kazakh policemen uses [[9A-91]].&lt;br /&gt;
[[Image:9a91.jpg|thumb|none|400px|9A-91 - 9x39mm. Old model.]]&lt;br /&gt;
[[Image:Likvidator rifle 4 1.jpg|thumb|none|600px|(1) and (2)]]&lt;br /&gt;
[[Image:Likvidator rifle 4 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 4.jpg|thumb|none|600px|A the up left angle.]]&lt;br /&gt;
[[Image:Likvidator rifle 4 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 6.jpg|thumb|none|600px|The first (and last) moment, when shot of this gun not blured.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==OSV-96==&lt;br /&gt;
First sniper uses [[OSV-96]].&lt;br /&gt;
[[Image:KBP OSV-96.jpg|thumb|none|400px|OSV-96 ''Vzlomshchik'' - 12.7x108mm]]&lt;br /&gt;
[[Image:Likvidator rifle 5 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 5 2.jpg|thumb|none|600px|Sniper aims at the possible assassins.]]&lt;br /&gt;
[[Image:Likvidator rifle 5 3.jpg|thumb|none|600px|Another view of the same scene.]]&lt;br /&gt;
[[Image:Likvidator rifle 5 4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==VSK-94==&lt;br /&gt;
Second sniper can be seen with [[VSK-94]].&lt;br /&gt;
[[Image:VSK94.jpg|thumb|none|400px|VSK-94 with PKS-07 scope - 9x39mm. Current production model.]]&lt;br /&gt;
[[Image:Likvidator rifle 6 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 6 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
Third sniper uses [[SVD Dragunov]].&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:Likvidator rifle 7 1.jpg|thumb|none|600px|Sniper aims.]]&lt;br /&gt;
[[Image:Likvidator rifle 7 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 7 3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Kazakh Produced]]&lt;br /&gt;
[[Category:Akan Satayev]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Liquidator&amp;diff=1121769</id>
		<title>The Liquidator</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Liquidator&amp;diff=1121769"/>
		<updated>2017-08-08T23:49:59Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Makarov PM */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie&lt;br /&gt;
|name = The Liquidator&amp;lt;br&amp;gt; Likvidator&lt;br /&gt;
|picture = Likvidator poster.jpg&lt;br /&gt;
|caption = ''Film Poster''&lt;br /&gt;
|country = [[Image:KAZ.jpg|25px]] Kazakhstan&lt;br /&gt;
|director = [[Akan Satayev]]&lt;br /&gt;
|date= 2011&lt;br /&gt;
|language = Russian&amp;lt;br&amp;gt;English&amp;lt;br&amp;gt; Kazakh&lt;br /&gt;
|studio=Kazakhfilm Studios&amp;lt;br&amp;gt; Sataifilm&lt;br /&gt;
|distributor=&lt;br /&gt;
|character1=Arsen&lt;br /&gt;
|actor1=Berik Aitzhanov&lt;br /&gt;
|character2=Berik&lt;br /&gt;
|actor2=[[Aziz Beyshenaliev]]&lt;br /&gt;
|character3=Maks&lt;br /&gt;
|actor3=[[Bopesh Zhandayev]]&lt;br /&gt;
|character4=Killer&lt;br /&gt;
|actor4=[[Vinnie Jones]]&lt;br /&gt;
|character5=Aldiyar&lt;br /&gt;
|actor5=Mintai Utepbergenov&lt;br /&gt;
|character6=Secret Agent 1&lt;br /&gt;
|actor6=Toleubek Aralbay&lt;br /&gt;
|character7=Secret Agent 2&lt;br /&gt;
|actor7=Michael Tokarev&lt;br /&gt;
}}&lt;br /&gt;
'''The Liquidator''' (original title is ''Ликвидатор'' '''''Likvidator''''') is a 2011 Kazakhstan action triller.&lt;br /&gt;
&lt;br /&gt;
{{Film Title|The Liquidator}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
[[Makarov PM]] is the personal firearm of the main hero Arsen (Berik Aitzhanov). During his service, his duty sidearm is a [[Makarov PM]] with black grips. Later, he changes it to another [[Makarov PM]] with brown grips and uses it until film ending. Several other characters, including Viktor's bodyguard Gorilla (Daulet Abdygaporov) also use Makarov pistols.&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|none|300px|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:MakarovIJ70.jpg|thumb|none|300px|Commercial imported Makarov by Baikal, called the '''IJ-70''' - 9x18mm Makarov. It features an adjustable rear sight, not seen on the military Makarov pistol. Also the finish is inferior to the original Makarov PM.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 1.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) puts his pistol on the table.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 2.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) draws his pistol...]]&lt;br /&gt;
[[Image:Likvidator pistol 1 3.jpg|thumb|none|600px|...and fires it.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 4.jpg|thumb|none|600px|Assassin (Baurzhan Abishev) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 5.jpg|thumb|none|600px|Security guard (uncredited) aims his pistol during the shootout.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 6.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 1 7.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) assembles his pistol.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 8.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 1 9.jpg|thumb|none|600px|Close Up.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 10.jpg|thumb|none|600px|Arsen (Berik Aitzhanov) aims his pistol during the last fight.]]&lt;br /&gt;
[[Image:Likvidator pistol 1 11.jpg|thumb|none|600px|Policeman fires.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus PT92==&lt;br /&gt;
Killer ([[Vinnie Jones]]) uses suppressed [[Taurus PT92]] at the one moment.&lt;br /&gt;
[[Image:PT92AFRail.jpg|thumb|none|300px|Taurus PT92AF (current production model with accessory rails) - 9x19mm]]&lt;br /&gt;
[[Image:Likvidator pistol 2 1.jpg|thumb|none|600px|Killer ([[Vinnie Jones]]) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 2 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 2 5.jpg|thumb|none|600px|Supressed muzzle is seen.]]&lt;br /&gt;
[[Image:Likvidator pistol 2 promo.jpg|thumb|none|600px|Promotional Shot.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PP==&lt;br /&gt;
[[Walther PP]] is the second firearm of Killer ([[Vinnie Jones]]).&lt;br /&gt;
[[Image:Walther_PP.jpg‎|thumb|300px|none|War Time Walther PP Pistol.  The lesser-known, full-length barreled Walther PP is available in .22LR, 6.35mm auto (.25 ACP), 7.65x17mm (.32 ACP) Auto or 9x17mm (.380 ACP).]]&lt;br /&gt;
[[Image:Likvidator pistol 3 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 3 2.jpg|thumb|none|600px|Killer ([[Vinnie Jones]]) in ambush.]]&lt;br /&gt;
[[Image:Likvidator pistol 3 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 3 4.jpg|thumb|none|600px|Pistol is seen.]]&lt;br /&gt;
[[Image:Likvidator pistol 3 5.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
Police det. Berik ([[Aziz Beyshenaliev]]) carry [[Glock 17]] as his duty sidearm (that's very unusual for Kazakh policeman), althought, it's never seen clear.&lt;br /&gt;
[[Image:Glock17EarlyModel.jpg|thumb|none|300px|2nd Generation Glock 17 - 9x19mm. This model added finger stepping and cuts to the backstrap of the frame to make it easier to hold than the Generation 1 model.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 1.jpg|thumb|none|600px|Berik ([[Aziz Beyshenaliev]]) aims.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 2.jpg|thumb|none|600px|Berik ([[Aziz Beyshenaliev]]) (at the left) in ambush.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator pistol 4 6.jpg|thumb|none|600px|Pistol on the floor.]]&lt;br /&gt;
[[Image:Likvidator pistol 4 7.jpg|thumb|none|400px|On the original film poster this pistol can be seen at the left.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles and Assault Rifles=&lt;br /&gt;
==AKS-74==&lt;br /&gt;
[[AKS-74]] rifles can be seen in the hands of several policeman and ''Arystan'' (Kazakh Spesial Forses) soldiers.&lt;br /&gt;
[[Image:AKS-74.jpg|thumb|none|400px|AKS-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 1 1.jpg|thumb|none|600px|Soldier at the left.]]&lt;br /&gt;
[[Image:Likvidator rifle 1 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 4.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 1 6.jpg|thumb|none|600px|Muzzle is seen.]]&lt;br /&gt;
[[Image:Likvidator rifle 1 7.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
One ''Arystan'' soldier carry rifle, that seen very briefly and unclear, but the stock shape is similar to [[AKMS]] (that has the most chanse appears in Kazakh movie).&lt;br /&gt;
[[Image:AKMS.jpg|thumb|none|400px|AKMS - 7.62x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 2 1.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AK-74==&lt;br /&gt;
One ''Arystan'' soldier briefly uses [[AK-74]] at the film climax.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|400px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[Image:Likvidator rifle 8 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 8 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 8 3.jpg|thumb|none|600px|Soldier fires.]]&lt;br /&gt;
&lt;br /&gt;
==9A-91==&lt;br /&gt;
Several Kazakh policemen uses [[9A-91]].&lt;br /&gt;
[[Image:9a91.jpg|thumb|none|400px|9A-91 - 9x39mm. Old model.]]&lt;br /&gt;
[[Image:Likvidator rifle 4 1.jpg|thumb|none|600px|(1) and (2)]]&lt;br /&gt;
[[Image:Likvidator rifle 4 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 3 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 4.jpg|thumb|none|600px|A the up left angle.]]&lt;br /&gt;
[[Image:Likvidator rifle 4 5.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 4 6.jpg|thumb|none|600px|The first (and last) moment, when shot of this gun not blured.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==OSV-96==&lt;br /&gt;
First sniper uses [[OSV-96]].&lt;br /&gt;
[[Image:KBP OSV-96.jpg|thumb|none|400px|OSV-96 ''Vzlomshchik'' - 12.7x108mm]]&lt;br /&gt;
[[Image:Likvidator rifle 5 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 5 2.jpg|thumb|none|600px|Sniper aims at the possible assassins.]]&lt;br /&gt;
[[Image:Likvidator rifle 5 3.jpg|thumb|none|600px|Another view of the same scene.]]&lt;br /&gt;
[[Image:Likvidator rifle 5 4.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==VSK-94==&lt;br /&gt;
Second sniper can be seen with [[VSK-94]].&lt;br /&gt;
[[Image:VSK94.jpg|thumb|none|400px|VSK-94 with PKS-07 scope - 9x39mm. Current production model.]]&lt;br /&gt;
[[Image:Likvidator rifle 6 1.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 6 2.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SVD Dragunov==&lt;br /&gt;
Third sniper uses [[SVD Dragunov]].&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[Image:Likvidator rifle 7 1.jpg|thumb|none|600px|Sniper aims.]]&lt;br /&gt;
[[Image:Likvidator rifle 7 2.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Likvidator rifle 7 3.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Thriller]]&lt;br /&gt;
[[Category:Kazakh Produced]]&lt;br /&gt;
[[Category:Akan Satayev]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Resident_Evil:_Vendetta&amp;diff=1118783</id>
		<title>Resident Evil: Vendetta</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Resident_Evil:_Vendetta&amp;diff=1118783"/>
		<updated>2017-07-23T08:16:59Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* M4A1 Carbine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Nowshowing}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Resident Evil Vendetta.jpg|thumb|right|300px|''Resident Evil: Vendetta'' (2017)]]&lt;br /&gt;
&lt;br /&gt;
'''''Resident Evil: Vendetta''''' ( Baiohazādo Vendetta in Japan) is the upcoming 2017 Japanese CG film based on the ''[[Resident Evil]]'' series of video games. The story is set in between the events of ''[[Resident Evil 6]]'' and ''[[Resident Evil 7]]''. BSAA Chris Redfield enlists the help of American government agent Leon S. Kennedy and Professor Rebecca Chambers to try to stop Glenn Arias, a death merchant who is on a mission of vengeance from spreading a new deadly virus known as the &amp;quot;A-Virus&amp;quot; in New York City .&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==SIG-Sauer P226 E2 &amp;quot;Sentinel Nine&amp;quot;==&lt;br /&gt;
Leon's main weapon is a custom [[SIG-Sauer P226 E2]] made especially for DSO Members. This was actually designed and meant to be Leon's main gun in Resident Evil 6 but for unknown reasons, it was dropped. &lt;br /&gt;
[[Image:Leon sentinel nine .jpg|thumb|none|400px|'''Airsoft''' replica of Sentinel Nine - (Fake) 9x19mm.]]&lt;br /&gt;
[[Image:REV Sentinel9 01.jpg|thumb|none|600px|Leon fires his Sentinel Nine in the opening scene.]]&lt;br /&gt;
[[Image:Resident Evil Vendetta 05.jpg|thumb|none|600px|Leon aiming the Sentinel Nine.]]&lt;br /&gt;
[[Image:Resident Evil Vendetta 09.jpg|thumb|none|600px|Leon fires his Sentinel Nine in the C.A.R stance. Note the extended mags.]]&lt;br /&gt;
[[Image:Resident Evil Vendetta 03.jpg|thumb|none|600px|Leon holding the Sentinel Nine.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 93R==&lt;br /&gt;
Chris Redfield carries a [[Beretta 93R]] as his sidearm. This may be a nod to the live-action films, where Chris uses a 93R as his sidearm. Glen Arias also uses it to shoot Chris in the back during their first fight.&lt;br /&gt;
[[Image:Beretta93-1-.jpg|thumb|none|400px|Beretta 93R - 9x19mm]]&lt;br /&gt;
[[Image:Resident Evil Vendetta 06.jpg|thumb|none|600px|Chris fires his Beretta 93R.]]&lt;br /&gt;
[[Image:Resident Evil Vendetta 07.jpg|thumb|none|600px|Chris shoots the friendly Mexican soldier with his Beretta 93R. Note that he isn't using the foregrip.]]&lt;br /&gt;
[[Image:Resident Evil Vendetta 04.jpg|thumb|none|600px|Chris's Beretta 93R locks empty.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
Leon carries a [[Desert Eagle Mark XIX]] in his back and used it during the final battle sequence. Its 7 shots a mag denotes it as .50 AE caliber.&lt;br /&gt;
[[Image:Desert-Eagle.jpeg|thumb|400px|none|Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[Image:Resident Evil Vendetta 10.jpg|thumb|none|600px|Leon aiming the Desert Eagle.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18C==&lt;br /&gt;
Glenn Arias carries a [[Glock 18C]] as his sidearm.&lt;br /&gt;
[[Image:Pistol Austrian Glock 18 with 31 round magazine.jpg|thumb|none|400px|Glock 18C with a 19 and 31 round magazine - 9x19mm]]&lt;br /&gt;
[[Image:Veng18.jpg|thumb|none|600px|Arias with his Glock 18C drawn. Note the 33-round extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
=Sub-machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
Arias' troops all use [[Heckler &amp;amp; Koch MP5K|MP5Ks]].&lt;br /&gt;
[[Image:MP5KA3.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5KN - 9x19mm]]&lt;br /&gt;
[[Image:Vengmp5k.jpg|thumb|none|600px|Arias' mercenaries stand guard with their MP5Ks.]]&lt;br /&gt;
[[Image:Vengmp5k2.jpg|thumb|none|600px|Another shot of them from a side angle.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==FX-05 Xiuhcoatl==&lt;br /&gt;
Mexican special forces operators are seen carrying the [[FX-05 Xiuhcoatl]] short carbine variant during the joint operation with BSAA Agent Chris in Querétaro, Mexico.&lt;br /&gt;
[[File:Fx05short.jpg|thumb|400px|none|FX-05 Xiuhcoatl Short Carbine - 5.56x45mm]]&lt;br /&gt;
[[Image:REV FX05 01.jpg|thumb|600px|none|The Mexican special ops squad leader holds his FX-05 during the mission briefing.]]&lt;br /&gt;
[[Image:REV FX05 04.jpg|thumb|600px|none|Special forces operators with a row of FX-05s. All the carbines appear to be equipped with standard ironsights.]]&lt;br /&gt;
[[Image:REV FX05 02.jpg|thumb|600px|none|A pair of Mexican operators with their FX-05 carbines after clearing a room.]]&lt;br /&gt;
[[Image:REV FX05 03.jpg|thumb|600px|none|A fireteam holds up their FX-05s cautiously at a clearly-infected victim.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Carbine==&lt;br /&gt;
Chris Redfield and members of the BSAA uses [[M4A1]] with ACOGs attached and olive drab furniture. When Chris assaulted Arias's hideout, he attached an M203 to it AND a bayonet, then used it in the final fight. During their first fight, Glen Arias unloads, clears, and then disarms Chris of his M4, before using it as a club.&lt;br /&gt;
[[File:ColtM4.jpg|thumb|400px|none|M4A1 Carbine with M68 Aimpoint reflex optic and Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]&lt;br /&gt;
[[Image:REV M4A1 01.jpg|thumb|600px|none|Chris checks the magazine of his M4A1 before the mission in Mexio.]]&lt;br /&gt;
[[Image:REV M4A1 02.jpg|thumb|600px|none|Chris performs a brass check and for some reason ejects a live round before closing the dust cover.]]&lt;br /&gt;
[[Image:Resident Evil Vendetta 01.jpg|thumb|none|600px|Chris carries his M4A1.]]&lt;br /&gt;
[[Image:Resident Evil Vendetta 02.jpg|thumb|none|600px|Chris holds an M4A1 carbine with a M203 grenade launcher, taclight, ACOG sight and bayonet.]]&lt;br /&gt;
[[Image:Resident Evil Vendetta 08.jpg|thumb|none|600px|Chris fires his M4A1.He has an M203 ''and'' a bayonet mounted, something impossible to do in reality since the mounting of the grenade launcher blocks the bayonet lug.]]&lt;br /&gt;
&lt;br /&gt;
=Heavy Weapons=&lt;br /&gt;
==Dillon Aero M134 Minigun==&lt;br /&gt;
A BSAA V-22 Osprey comes equipped with a minigun turret. A Eurocopter EC225 belonging to the Mexican military also has one, though it is harder to make out.&lt;br /&gt;
[[Image:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Vengosp.jpg|thumb|none|600px|A mounted M134 minigun spins up from the bottom of the the BSAA V-22 Osprey]]&lt;br /&gt;
[[Image:Vengchop.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Minigun==&lt;br /&gt;
Diego Gomez uses an oversized fictional [[Hand Held M134 Minigun]] similar to the General Dynamics GAU-17/A.&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''Airsoft''' handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in ''[[Terminator 2: Judgement Day]]''. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from ''Predator''; the real T2 minigun did not have this - (fake) 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Resident Evil Vendetta 11.jpg|thumb|none|600px|Diego uses the M134 Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==Fictional Railgun==&lt;br /&gt;
In a stunning display of incompetence, the BSAA fire a railgun at a BOW, grazing its shoulder and flattening several skyscrapers. The weapon is most likely an homage to [[Resident Evil: Code Veronica|Code Veronica's]] Linear Launcher and its design is reminiscent of [[Grand Theft Auto V|Grand Theft Auto V's]] railgun.&lt;br /&gt;
[[Image:Revenrail.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
&lt;br /&gt;
==M203 grenade launcher==&lt;br /&gt;
Chris equips his M4 with multiple attachments in the final showdown, including an [[M203 grenade launcher|M203]].&lt;br /&gt;
[[Image:M203a2.jpg|thumb|none|400px|LMT M203 2003 L2D grenade launcher - 40x46mm]]&lt;br /&gt;
[[Image:Resident Evil Vendetta 08.jpg|thumb|none|600px|Chris' M4A1 with it's M203 mounted.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
Leon uses [[M67 hand grenade|M67s]] several times in the movie.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|400px|M67 fragmentation grenade]]&lt;br /&gt;
[[Image:Vengm67.jpg|thumb|none|600px|A M67 tossed onto the highway without its pin.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;MZ-1&amp;quot; incendiary grenade==&lt;br /&gt;
Chris uses an incendiary grenade based on the [[AN/M14 incendiary grenade|AN/M14]] against Diego.&lt;br /&gt;
[[Image:Vengmz1.jpg|thumb|none|600px|A &amp;quot;MZ-1&amp;quot; grenade without it's pin.]]&lt;br /&gt;
&lt;br /&gt;
{{Resident Evil Series}}&lt;br /&gt;
[[Category:Anime]] &lt;br /&gt;
[[Category:Horror]]&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Resident Evil]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Far_Cry_5&amp;diff=1112045</id>
		<title>Talk:Far Cry 5</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Far_Cry_5&amp;diff=1112045"/>
		<updated>2017-06-13T03:02:15Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Looks like UbiSoft will be revealing the gameplay on Friday (May 26th) but, for now, they have released a teaser image. Looks like the game is set in Montana and the villains are a crazy, religious cult (Like the Westboro Baptist Church, I guess).--[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 14:42, 24 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:FarCry5_Teaser_Poster.jpg|thumb|none|500px|]]&lt;br /&gt;
&lt;br /&gt;
:Wonder if the enemies will all still be running around with AK-103s and P416s as they have been in the last two games...., also, I hope they paid the NFA tax on those short-barreled carbines or we'll be ATF simulator-ing that dog.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 15:42, 24 May 2017 (EDT)&lt;br /&gt;
::I bet it'll be full auto weapons all around because Ubisoft, a French company with developers in Canada thinks every American is a white red neck with full auto M16s in their back yard [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:48, 24 May 2017 (EDT)&lt;br /&gt;
:::To be fair, a combination of black market usage, home gunsmithing/machining, and theft could net one a fair amount of fully-automatic weaponry (especially if, as seems to be the case here, the group in question effectively operates without any law enforcement supervision), but still, there have to be some limits. Full-auto converted AR-15 carbines and Luty-style SMGs I could understand; FAMASes and QLZ-87s, well, I'd be a fair bit less forgiving. Then again, this is Far Cry, so it's not exactly meant to make a whole lot of sense. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:27, 24 May 2017 (EDT)&lt;br /&gt;
::::Ubisoft just doesn't care all that much about realism and prefers to include cool guns in their games. I can't imagine the weapon set in Far Cry 5 will be any attempt at a political statement at all, though people will certainly take it as such given the new setting. It's gonna be a big amalgamation of different cool to use but ultimately probably not very realistic weapons. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 18:29, 25 May 2017 (EDT)&lt;br /&gt;
To be serious, aside from how this may be a dumb story plot, I do hope they use different weapon templates. I will be pissed if I see the same AK, POF 416, SIG and for the love of God, there better not be any FAMASs in this game set in America. Also, the image already confirmed RPGs...even though really no one can get them here [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:48, 24 May 2017 (EDT)&lt;br /&gt;
:Nah, man, they're totally gonna keep reusing weapons from previous games. I mean, it's apparently not an Ubisoft game these days if it doesn't have the Far Cry 3 P416 model in it somewhere (I'm legit surprised they haven't thrown it into R6 Siege yet), plus there's all these other models from Watch_Dogs 2 and Wildlands just begging to be put into another game or two... [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 05:54, 25 May 2017 (EDT)&lt;br /&gt;
::in all seriousness though I would love at least a different AK model or something. This one's gonna be set in America, give us a 5.56mm AK. Wouldn't even need much work to turn the AK-103 model into a believable AK-101, I'd like to imagine. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 05:56, 25 May 2017 (EDT)&lt;br /&gt;
:::The P416 actually [http://cdn.edgecast.steamstatic.com/steam/apps/359550/header.jpg?t=1495046645 shows up] in the initial startup screen of Siege, lol. Also, there's no reason why an AK in America has to be 5.56; it just shouldn't be an AK-100 series since those aren't exactly imported in America (Arsenal SLR is probably the closest thing).--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 10:43, 25 May 2017 (EDT)&lt;br /&gt;
I'm just hoping they're let you use more than 3 attachments in the single player.&lt;br /&gt;
:Honestly, it's not even the &amp;quot;3 attachment&amp;quot; trope that pisses me off the most, but it's the fact that Ubisoft actually locks some attachments to multiplayer only and you have to download a patch to be able to use them in SP. (Like the SPAS-12 suppressor and the SVD illuminated sight). Nobody even plays Far Cry multiplayer, so why even bother doing that??? --[[User:Patfast|Patfast]] ([[User talk:Patfast|talk]]) 14:25, 25 May 2017 (EDT)&lt;br /&gt;
::On the subject of attachments, here's hoping that extended magazines actually change the weapon models now. Now, a lot of these changes that we hope for aren't likely, but hey, a man can dream. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 20:08, 25 May 2017 (EDT)&lt;br /&gt;
To be fair, the RPG-7 is one of few (common) reusable rocket launcher out there, so if they're gonna include any at all (which they will, because it's Far Cry, come on), is not a poor choice. The Desert Eagle and MP5 will also likely return, seeing as how they've been in every major Far Cry game to date. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 18:23, 25 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I hope they really switch up the current Far Cry formula of &amp;quot;you must defeat le psychotic bad guy by capturing ALL the radio towers&amp;quot;, but knowing Ubisoft, probably not. Also, $50 on there being at least one Buford T. Justice caricature of a southern police officer. --[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 01:22, 25 May 2017 (EDT)&lt;br /&gt;
:Nice job out there! Only 5 more bell towers to go and you can buy an RPG from an unsuspecting gun store, because obviously that's how it works in America! --[[User:Patfast|Patfast]] ([[User talk:Patfast|talk]]) 14:16, 25 May 2017 (EDT)&lt;br /&gt;
::They're going to set it in an Amish community, so all this will be new to them. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:22, 25 May 2017 (EDT)&lt;br /&gt;
:::I can't find the pic, but someone did photoshop the image so it said Duck Dynasty 5 instead. That made me chuckle.--[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 01:02, 26 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Grrrrhhh it will be a Far Cry 3/4 just with a different skin (hero join a La Resistânce group for defeat the Bad Guy/Guys)... they should had done something revolutionary like they did Far Cry 3. It didnt look the same to Far Cry 2, and if werent for the title you won't even assume they were same series...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:42, 29 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trailer Dropped ==&lt;br /&gt;
Well, [https://www.youtube.com/watch?v=Kdaoe4hbMso UbiSoft] dropped the trailer and it looks good. In terms of weapons, I don't think I saw any from the previous games (thankfully), but I did see two shotguns I couldn't ID, what looks to be a PDW, an AK-74, and a VERY quick shot of a revolver. --[[User:SeanWolf|SeanWolf]] ([[User talk:SeanWolf|talk]]) 13:18, 26 May 2017 (EDT)&lt;br /&gt;
: Looks like there's a Remington 870 with wooden furniture as well, and another short-barreled &amp;quot;cruiser&amp;quot; pump-action with polymer furniture, Browning M2HBs on the technicals, a MAC-10/11. According to the Far Cry website, the game's AR-type gun is called the &amp;quot;AR-C&amp;quot;, and doesn't look to be based on any particular AR variant (that I know of), though the selector switch looks kind of like an HK's. The sawed-off &amp;quot;D2 Shotgun&amp;quot; from Far Cry 4 appears to be returning, but with a new model this time (thank god it's not the cut down Double Rifle.) Though this time around it looks like it was manufactured that way, seeing that it has front sights and a proper finish, making it technically not &amp;quot;sawed-off&amp;quot; at all. The 1911 is also back, and also has a new model. Looks to be an amalgamation of several M1911 variants (Springfield Armory, Kimber, etc.)   rather than a single one.&lt;br /&gt;
--[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 16:44, 26 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I've never been particularly good at telling pump-action shotguns apart (unless it's a SPAS-12 or maybe an Ithaca they really all look nearly the same to me), but taking a close look at the shotgun in the trailer and comparing it to screenshots from Far Cry 4, I think it ''might'' possibly be the FC4 M133 model. Again. Damnit. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 04:15, 27 May 2017 (EDT)&lt;br /&gt;
:::If you watch the character trailers, you can see it's not the same model (it's especially clear at the end of the one set in the bar.) It's got a much longer barrel and a shorter magazine tube than the MP133. Which is good, because not only is reusing the models dumb, but the Baikal is also a pretty bad choice in rural America when you have the equally common and near-identical M870. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 18:09, 28 May 2017 (EDT)&lt;br /&gt;
::Here's an amalgamation of several trailers into one, giving some good shots of some of the weapons: https://www.youtube.com/watch?v=sxav5An1sAs    [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:53, 26 May 2017 (EDT)&lt;br /&gt;
Luckily Ubi decided to get it together and give most of the weapons new models this time around. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 02:27, 28 May 2017 (EDT)&lt;br /&gt;
::I think that the reason the AR and 1911 don't seem to be based on any particular model might be intended to reflect how people will custom build their AR's and 1911's rather than just buying a full one off the shelf A LOT nowadays, which is something I've been wanting to see in a game for a while.--[[User:BlackHawk510|BlackHawk510]] ([[User talk:BlackHawk510|talk]]) 14:35, 28 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Gun Wishlist ==&lt;br /&gt;
&lt;br /&gt;
What do you folks want? --[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 09:24, 29 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Well already there appears to be some kind of high caliber lever gun from what I see from the trailer. Guide gun maybe? I'd love a Browning BLR, maybe a BAR Safri as a Hunting/Sniper Rifle too. I'm fully expecting some kind of AK as well, whether it be a video game mashup or maybe even a civi variant like a Romanian WASR converted for full auto, because I highly doubt FC5 will have fire controls for selective fire. Also expecting some more Revolvers too, although I'm hoping for a more traditional .357 revolver over the .44 Magnum. [[User:Draco122|Draco122]] ([[User talk:Draco122|talk]]) 12:08, 29 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I'm just hoping we get a few of the &amp;quot;American classics&amp;quot; in there - Single Action Army, Thompson, M1 Garand, etc. Older American movie guns like the TEC-9, MP5A3, Winchester 1887, and Desert Eagle, all of which have been in FC games in the past, hopefully will reappear as well (some, like the MAC-10 are already confirmed.) --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 13:11, 29 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:The Coonan, though that's probably hoping for too much, considering how obscure the damned thing is. --[[User:Yocapo32|yocapo32]] ([[User talk:Yocapo32|talk]]) 15:17, 29 May 2017 (EDT)&lt;br /&gt;
::Aaaand cue this random guy listing off a bunch of stuff that's varying degrees of strange, and will never get into the game: A Ruger PMR-30, a Chiappa Rhino, literally anything made by Mateba, a COP 357, a Taurus Judge, a Thompson Center Contender, a Magnum Research BFR, a Remington XP-100, an Arsenal AF2011A1, an HK VP70M, a Ruger 10/22, with a 25-round BX-25 magazine and an aftermarket full-auto trigger pack (yes, those exist, and they are absolutely hilarious), an American-180, an AR-18, an M2 Carbine, an STGW-57, an Ithaca MAG-10 Roadblocker, a Chiappa Triple Threat, a DP-12, an SRM M1216, a K31 with an optional aftermarket scope mount, a Mossberg 464 SPX, a Hadar II, an HK SL8, the .700 Nitro side-by-side from FC4, a Kel-Tec RFB, a Lahti L-39, an M2 Flamethrower (to replace the jury-rigged LPO-50 from the earlier games), a Manville Gas Gun, a Gyrojet, a Hawk MM1... on one hand, listing off all these random-ass weapons makes me happy; on the other hand, realizing that they'll never be in this game (and, most likely, a fair amount of them won't be in many/any games at all) makes me sad. Yours truly dishonestly, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 17:45, 29 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:I'd kill for not the Colt Python, but its more obscure just-as-cool cousin the [[Colt Trooper Mk III]] ( 4in. blued is a must ). Pistols I would like would be the [[SIG P210]], a [[First Model CZ 75]], the [[AMC Auto Mag Pistol]], the [[Smith &amp;amp; Wesson 39]], and a [[Mauser HSc]]. The only other thing is to have a [[Federal Gas Riot Gun]] as a launcher. -[[User:SeptemberJack|SeptemberJack]] ([[User talk:SeptemberJack|talk]]) 20:55, 29 May 2017 (EDT)&lt;br /&gt;
::An M9A3, Browning Hi Power, Glock 19, the Judge someone mentioned earlier, the M500 (because ''Far Cry''), and the M29 for handguns/magnums. A good old tried and true AR-15 as a basic rifle would be nice, along with the Mini-14 and maybe a full-size M14 for DMRs, the expected AK and M16 variants for assault rifles, an M1903 (ala ''Far Cry 2''), M1 (which you can upgrade into an M1-C), and some form of Barret rifle for snipers, the 870, Ithaca (with mods for making it a Stakeout), KSG, and some form of Armsel drum-fed shotgun for shotguns, and the tried and true M249, M60, and M2 for machine guns of various flavors. I'd also like to see the M79 come back from ''Far Cry 2'' because it adds such a new dynamic to gunplay. --[[User:Godzillafan93|That&amp;amp;#39;s the Way It&amp;amp;#39;s Done]] ([[User talk:Godzillafan93|talk]]) 22:30, 29 May 2017 (EDT)&lt;br /&gt;
:::For the record, the M79 was also in ''Far Cry 4'', and it was awesome there too, I'd love for it to make another return. Personally, I'd also like to see a FAL of some variety (preferably a full-size model just so they at least have to put ''some'' work into it instead of just copying over the ''Future Soldier''/''Blacklist'' SA58 and calling it a day) and some more revolvers. Maybe a Charter Arms Bulldog, they could make the Signature version into the ''Blade Runner'' gun. [[User:Kadorhal|Kadorhal]] ([[User talk:Kadorhal|talk]]) 00:34, 30 May 2017 (EDT)&lt;br /&gt;
::::If they do that, it needs to fire rifle rounds, ''a la'' ''Fallout New Vegas.''--[[User:Godzillafan93|That&amp;amp;#39;s the Way It&amp;amp;#39;s Done]] ([[User talk:Godzillafan93|talk]]) 22:52, 3 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
They should add civilian variants of military guns like the [[ARX-160|ARX-100]], the Texan-buiod [[MSBS]],[[SCAR-L]], the [[SIG-Sauer P320]] that is now standard of US Army,Glocks,[[SR-47]]...--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 07:51, 30 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wish for an actual regular Glock. G17, or G19 and it isn't a full auto Glock as the default. Make the full auto Glock a special gun you get later. For handguns, an M&amp;amp;P series, maybe in .40 since your character will be a cop of sorts or LEO. For new gun flavors, I want to see the MPX, Scorpion Evo 3, MDR. Let's see some Kel-tec guns like their KSG, even though it isn't really a new hotness anymore or the RFB or the RDB. There are so many guns in America to choose from. I want to see an SKS or something [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 10:43, 30 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Personally I'd love to see some factual basis for the guns in this game. Having the likes of say an ultimax or PKP say just doesn't fit. I'd also like say a Krebs or Rifle Dynamics AK. Both are good US made platforms and not seen in a VG before. Also ditch the staple weapons. No desert eagle, no P416, no AK103 variant. &lt;br /&gt;
A decent domestic AR15 variant would be nice as opposed to the standard M4/M16 we see from typical VG. Also add a glock, a SIG and a SCAR H/RFB instead of the ACE.--[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 13:26, 2 June 2017 (EDT)&lt;br /&gt;
:The Desert Eagle would make more sense in the American setting than any of the other Far Cry games, ironically enough. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 14:10, 2 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
The 2016 version would be awesome.--[[User:Dannyguns|Dannyguns]] ([[User talk:Dannyguns|talk]]) 15:11, 2 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wouldn't mind them bringing back the Tec-9. Add a MAC-10 with the big old suppressor would be cool. I seriously doubt a non-American company like Ubisoft to be aware of specific custom gun makers like Rifle Dynamics or Taran Tactical unless those companies reach out to Ubisoft to have their guns represented or someone on the design team reach out to them [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:56, 2 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Mac-10 in place of tec9 from FC4 wold be nice with the huge suppressor as the signiture edition. With regards to desert eagle, its really accurate but for me its an overused hollywood wonder weapon bit like Glock 18. I'd prefer a nice S&amp;amp;W or Colt revolver in the classic VG &amp;quot;hand cannon&amp;quot; slot instead. With regards to RD, Krebs, or TT I am sure Ubisoft have google? Activision seems to make great use of it for their weapon choses. It was my personal wishlist hence the addition of an american based AK designer. If they wanted an authentic setting rather than just re-use guns from R6 siege and watch dogs then perhaps they could have done some research? I do love Ubisoft but they are definitely following the COD rinse and repeat when it comes to firearms. A classic 1911 would be nice perhaps with the back story that it was the main characters Grandads piece from WW2. --[[User:Forrest1985|Forrest1985]] ([[User talk:Forrest1985|talk]]) 16:24, 2 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Screenshots ==&lt;br /&gt;
https://postimg.org/image/jatr0x2id/ &amp;amp; https://postimg.org/image/hkapzfkz9/&lt;br /&gt;
&lt;br /&gt;
Ubisoft uploaded a few screenshots to their website, these are high def variants. They look doctored to me, but assuming this is anything like what the game will be (ha ha), there are a few things that stick out: the WW2 plane in the second image is definitely a frankenplane, a bastard child of a Ju 87 and Bf 109 by the looks of it. It looks like the rear facing MG15 has been replaced by a Browning M2, or maybe an AN/M2 (something I'm okay with, because an actual firing MG15 would make very little sense.) Also, in the first image, you can see the ally on the right has an AR-type that's very similar to the one the player &amp;amp; enemies are holding, but it's a longer-barreled variant and has a custom paint job (and no sights at all, ugh.) This, combined with the fact that there are even more AR-types shown in promo images or trailers makes me think that weapon customization will actually be somewhat extensive in this game, rather than the &amp;quot;two attachments per gun&amp;quot; thing Far Cry 3 &amp;amp; 4 had going. It COULD just be a signature rifle or something, but I'm willing to bet it might be more. --[[User:Sergeant Simpleton|Sergeant Simpleton]] ([[User talk:Sergeant Simpleton|talk]]) 11:44, 2 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
I can already tell the AR has the front sight on backwards...like the last game. The rail kinda reminds me of Daniel Defense's new M-Lok rail [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 15:57, 2 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== E3 footage ==&lt;br /&gt;
&lt;br /&gt;
There's a revolver, AR-15-based assault and sniper rifles, a shotgun, an AK, and several pistols from what I can see: https://www.youtube.com/watch?v=YNbtgJreV80 --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 18:01, 12 June 2017 (EDT)&lt;br /&gt;
:No video anymore, it's been taken down. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 23:02, 12 June 2017 (EDT)&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Resident_Evil:_Vendetta&amp;diff=1111977</id>
		<title>Talk:Resident Evil: Vendetta</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Resident_Evil:_Vendetta&amp;diff=1111977"/>
		<updated>2017-06-12T09:59:19Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it just me or is the slide on Chris' Beretta locked ''a little too far'' back? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:49, 17 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
It does have an extended barrel. Maybe the depth of the image is making it look longer because it's CGI [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:44, 17 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, is it me, or did Leon suddenly graduated top of his class from the School of John Wick? [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:44, 17 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Looks like the Japanese tried so hard to do some John Wick impression. Even make Leon holds his handgun in a two handed sideway grip (see the last image on the Sentinel Nine section). That is not the Correct C.A.R. stance.&lt;br /&gt;
[[User:Kliwher|Kliwher]] ([[User talk:Kliwher|talk]]) 5:59, 18 May 2017 (EDT)&lt;br /&gt;
:He's also aiming the pistol too close to his face and the actor is barely simulating recoil [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:09, 18 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it just me, or does Leon look a bit like [[Norman Reedus]] here? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:03, 17 May 2017 (EDT)&lt;br /&gt;
:They keep evolving Leon's character design to be more grunge as time passes. If you guys know about video game reviewers, there's a notable guy named &amp;quot;AngryJoe&amp;quot; and Leon's jacket looks exactly like the one Joe wears all the time. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:08, 18 May 2017 (EDT)&lt;br /&gt;
Pyr0m4n14c,  I don't see it, maybe because I grew up with him so much that I don't see any resemblance of [[Norman Reedus|Norman]] in any other people. [[User:I&amp;amp;#39;mallaboutguns.1|I&amp;amp;#39;mallaboutguns.1]] ([[User talk:I&amp;amp;#39;mallaboutguns.1|talk]]) 21:32, 17 May 2017 (EDT)&lt;br /&gt;
:It's the motorcycle gear and the hair style. I can kinda see it but that's about it. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 05:23, 19 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's also nice to see the classic character wielding real world based guns, though Leon's a bit exaggerated with an extended mag and a big old muzzle brake, but still based on a real gun compared to the last game they were in [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:10, 18 May 2017 (EDT)&lt;br /&gt;
::Also, how does Chris have a bayonet ''and'' a grenade launcher? --[[User:Godzillafan93|That&amp;amp;#39;s the Way It&amp;amp;#39;s Done]] ([[User talk:Godzillafan93|talk]]) 14:24, 21 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
First 9 minutes of the movie was released:&lt;br /&gt;
https://youtu.be/utj_ZjuMBPs&lt;br /&gt;
Looks like Chris went in with a Mexican special forces unit rather than a BSAA team.  They seemed to be armed with FX-05.  Unfortunately the IGN logo is there throughout the entire video.--[[User:Wildcards|Wildcards]] ([[User talk:Wildcards|talk]]) 03:46, 12 June 2017 (EDT)&lt;br /&gt;
:Not bad. Starting at about 01:03 it looks like Leon has a second pistol carried inverted behind the small of his back. Another Sentinel 9? --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 05:59, 12 June 2017 (EDT)&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Resident_Evil:_Vendetta&amp;diff=1107216</id>
		<title>Talk:Resident Evil: Vendetta</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Resident_Evil:_Vendetta&amp;diff=1107216"/>
		<updated>2017-05-19T09:23:54Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it just me or is the slide on Chris' Beretta locked ''a little too far'' back? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:49, 17 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
It does have an extended barrel. Maybe the depth of the image is making it look longer because it's CGI [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:44, 17 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, is it me, or did Leon suddenly graduated top of his class from the School of John Wick? [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:44, 17 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Looks like the Japanese tried so hard to do some John Wick impression. Even make Leon holds his handgun in a two handed sideway grip (see the last image on the Sentinel Nine section). That is not the Correct C.A.R. stance.&lt;br /&gt;
[[User:Kliwher|Kliwher]] ([[User talk:Kliwher|talk]]) 5:59, 18 May 2017 (EDT)&lt;br /&gt;
:He's also aiming the pistol too close to his face and the actor is barely simulating recoil [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:09, 18 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it just me, or does Leon look a bit like [[Norman Reedus]] here? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:03, 17 May 2017 (EDT)&lt;br /&gt;
:They keep evolving Leon's character design to be more grunge as time passes. If you guys know about video game reviewers, there's a notable guy named &amp;quot;AngryJoe&amp;quot; and Leon's jacket looks exactly like the one Joe wears all the time. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:08, 18 May 2017 (EDT)&lt;br /&gt;
Pyr0m4n14c,  I don't see it, maybe because I grew up with him so much that I don't see any resemblance of [[Norman Reedus|Norman]] in any other people. [[User:I&amp;amp;#39;mallaboutguns.1|I&amp;amp;#39;mallaboutguns.1]] ([[User talk:I&amp;amp;#39;mallaboutguns.1|talk]]) 21:32, 17 May 2017 (EDT)&lt;br /&gt;
:It's the motorcycle gear and the hair style. I can kinda see it but that's about it. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 05:23, 19 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
It's also nice to see the classic character wielding real world based guns, though Leon's a bit exaggerated with an extended mag and a big old muzzle brake, but still based on a real gun compared to the last game they were in [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:10, 18 May 2017 (EDT)&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Resident_Evil:_Vendetta&amp;diff=1107215</id>
		<title>Talk:Resident Evil: Vendetta</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Resident_Evil:_Vendetta&amp;diff=1107215"/>
		<updated>2017-05-19T09:23:36Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is it just me or is the slide on Chris' Beretta locked ''a little too far'' back? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 15:49, 17 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
It does have an extended barrel. Maybe the depth of the image is making it look longer because it's CGI [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:44, 17 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also, is it me, or did Leon suddenly graduated top of his class from the School of John Wick? [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 17:44, 17 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Looks like the Japanese tried so hard to do some John Wick impression. Even make Leon holds his handgun in a two handed sideway grip (see the last image on the Sentinel Nine section). That is not the Correct C.A.R. stance.&lt;br /&gt;
[[User:Kliwher|Kliwher]] ([[User talk:Kliwher|talk]]) 5:59, 18 May 2017 (EDT)&lt;br /&gt;
:He's also aiming the pistol too close to his face and the actor is barely simulating recoil [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:09, 18 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is it just me, or does Leon look a bit like [[Norman Reedus]] here? [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 21:03, 17 May 2017 (EDT)&lt;br /&gt;
:They keep evolving Leon's character design to be more grunge as time passes. If you guys know about video game reviewers, there's a notable guy named &amp;quot;AngryJoe&amp;quot; and Leon's jacket looks exactly like the one Joe wears all the time. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:08, 18 May 2017 (EDT)&lt;br /&gt;
Pyr0m4n14c,  I don't see it, maybe because I grew up with him so much that I don't see any resemblance of [[Norman Reedus|Norman]] in any other people. [[User:I&amp;amp;#39;mallaboutguns.1|I&amp;amp;#39;mallaboutguns.1]] ([[User talk:I&amp;amp;#39;mallaboutguns.1|talk]]) 21:32, 17 May 2017 (EDT)&lt;br /&gt;
:It's the motorcycle gear and the hair style. I can kinda see it but that's about it.&lt;br /&gt;
&lt;br /&gt;
It's also nice to see the classic character wielding real world based guns, though Leon's a bit exaggerated with an extended mag and a big old muzzle brake, but still based on a real gun compared to the last game they were in [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 11:10, 18 May 2017 (EDT)&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Fauda&amp;diff=1100819</id>
		<title>Talk:Fauda</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Fauda&amp;diff=1100819"/>
		<updated>2017-04-22T22:47:01Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Fauda'' (فوضى; means &amp;quot;chaos&amp;quot; in Arabic) is a new TV series from Israel and acquired by Netflix in late 2016. This political thriller series is an initial hit as it depicts Israeli and Palestinian points of view in equal measure. The entire first season has been released on Netflix which also acquired the second season which is in production. The first season is focused on the efforts by a secret undercover Israeli unit trying to capture/kill a specific Palestinian terrorist. And there is a great deal of internal conflict (personal &amp;amp; professional) within each group. Dialog is in Hebrew and Arabic with english subtitles.&lt;br /&gt;
&lt;br /&gt;
Most of the firearms used by the Israeli's in the first season appear to be Glock pistols with and without suppressors and AR-15 platform rifles with suppressors, optics, laser designators, and lights. The firearms used by Palestinian have been AK-47 or 74 rifles and semi-automatic pistols type unknown. Photos are in approximate order that the firearms are displayed in series.&lt;br /&gt;
&lt;br /&gt;
[[File:faudaposter.jpg]]&lt;br /&gt;
&lt;br /&gt;
Principal characters in show; on left Taofik Hamed 'Abu Ahmad' (Hisham Suliman) terrorist leader. On right Doron Kavillio (Lior Raz) leader of secret Israeli undercover unit seeking Abu Ahmad.&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda poster 2 team mbrs.jpg]]&lt;br /&gt;
&lt;br /&gt;
Team members of secret Israeli counter-terrorist unit. Second from left holding Glock pistol which all the team members carry as backup to AR-15 rifle or sometimes as primary undercover firearm. Fourth from left is principal team member Doron Kavillio (Lior Raz).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Team formation in street.jpeg]]&lt;br /&gt;
&lt;br /&gt;
Israeli team exited vehicle and moving through hostile area. Shooter in red cap has rifle with carrying handle on top of receiver with iron sights. The undercover unit usually carry rifles in show with an optical sight such as character in foreground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Wedding scene hostage.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hamas security agent holding Eli and Doron at gunpoint with a SIG P226. Several pistol types other than Glock are used in the show.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Wedding scene shooting attacker.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Boaz draws his Glock pistol during a shootout at a wedding.&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda3 team mbrs cover dead terroists.jpeg]]&lt;br /&gt;
&lt;br /&gt;
Three undercover Israeli team members advance through empty warehouse carrying AR-15 platform rifles. Lead character Doron Kavillio (Lior Raz) in center.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Full length shotgun.jpeg]]&lt;br /&gt;
&lt;br /&gt;
Israeli team prepares to break in using shotgun (unknown) carried by Naor on right. Only use of shotgun noted in all the episodes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Shotgun at door breech.jpeg]]&lt;br /&gt;
&lt;br /&gt;
Naor moves shotgun out to breech door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Tm clearing house shotgun pistol 2 rifles.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Israeli team exits house in pursuit of terrorist suspects. Note Naor in foreground who has slung his shotgun on his back after breaching door earlier.&lt;br /&gt;
&lt;br /&gt;
[[File:2 guns pistol rifle boaz.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Boaz (Tomer Kapon) carrying two firearms; AR-15 platform rifle and Glock pistol behind the back. Preferred pistol carry is for inside-the-waist band or small of the back without a holster.&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Rt profile assault rifle boaz.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Front view of Boaz (Tomer Kapon) carrying AR-15 platform rifle. All Israeli team photos show rifles with optical sight (type unknown) and probably a 30 round magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Nurit holds rifle.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nurit (Rona-Lee Shim'on), only female allowed at times to operate in field with undercover Israeli counter-terrorist team, advances with AR-15 type rifle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Terrorist captures boaz.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Close up of prop gun held by terrorist. Note the off-center barrel and the block/clogged front sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda IDF solider rifle woman pistol.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IDF soldier holding AR-15 platform rifle in background. Soldier in foreground has pistol in small of back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda IDF woman pistol.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IDF woman soldier at check point has a full-sized H&amp;amp;K USP holstered in the small of her back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Doran captures abu nr 2.jpeg]]&lt;br /&gt;
&lt;br /&gt;
Doran (Lior Raz) holds Palestinian assassin captive with a SIG P226. The color and wear suggests this is the same pistol that was used to hold Doron and Eli at gunpoint by a Hamas agent in the first episode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Nurit put gun in thigh holsters.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nurit (Rona-Lee Shim'on) holsters a compact Glock pistol in thigh holster before undercover operation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Terriost at prisoner exchg.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Terrorist holds AK-47 type rifle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Walid draws gun.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Terrorist character Walid El Abed (Walid El Abed) draws Glock pistol with finger already on the trigger. Not a good idea&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Fauda&amp;diff=1100005</id>
		<title>Talk:Fauda</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Fauda&amp;diff=1100005"/>
		<updated>2017-04-18T10:52:23Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Fauda'' (فوضى; means &amp;quot;chaos&amp;quot; in Arabic) is a new TV series from Israel and acquired by Netflix in late 2016. This political thriller series is an initial hit as it depicts Israeli and Palestinian points of view in equal measure. The entire first season has been released on Netflix which also acquired the second season which is in production. The first season is focused on the efforts by a secret undercover Israeli unit trying to capture/kill a specific Palestinian terrorist. And there is a great deal of internal conflict (personal &amp;amp; professional) within each group. Dialog is in Hebrew and Arabic with english subtitles.&lt;br /&gt;
&lt;br /&gt;
Most of the firearms used by the Israeli's in the first season appear to be Glock pistols with and without suppressors and AR-15 platform rifles with suppressors, optics, laser designators, and lights. The firearms used by Palestinian have been AK-47 or 74 rifles and semi-automatic pistols type unknown. Photos are in approximate order that the firearms are displayed in series.&lt;br /&gt;
&lt;br /&gt;
[[File:faudaposter.jpg]]&lt;br /&gt;
&lt;br /&gt;
Principal characters in show; on left Taofik Hamed 'Abu Ahmad' (Hisham Suliman) terrorist leader. On right Doron Kavillio (Lior Raz) leader of secret Israeli undercover unit seeking Abu Ahmad.&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda poster 2 team mbrs.jpg]]&lt;br /&gt;
&lt;br /&gt;
Team members of secret Israeli counter-terrorist unit. Second from left holding Glock pistol which all the team members carry as backup to AR-15 rifle or sometimes as primary undercover firearm. Fourth from left is principal team member Doron Kavillio (Lior Raz).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Team formation in street.jpeg]]&lt;br /&gt;
&lt;br /&gt;
Israeli team exited vehicle and moving through hostile area. Shooter in red cap has rifle with carrying handle on top of receiver with iron sights. The undercover unit usually carry rifles in show with an optical sight such as character in foreground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Wedding scene hostage.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hamas security agent holding Eli and Doron at gunpoint with a SIG P226. Several pistol types other than Glock are used in the show.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Wedding scene shooting attacker.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Boaz draws his Glock pistol during a shootout at a wedding.&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda3 team mbrs cover dead terroists.jpeg]]&lt;br /&gt;
&lt;br /&gt;
Three undercover Israeli team members advance through empty warehouse carrying AR-15 platform rifles. Lead character Doron Kavillio (Lior Raz) in center.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Full length shotgun.jpeg]]&lt;br /&gt;
&lt;br /&gt;
Israeli team prepares to break in using shotgun (unknown) carried by Steve on right. Only use of shotgun noted in all the episodes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Shotgun at door breech.jpeg]]&lt;br /&gt;
&lt;br /&gt;
Steve moves shotgun out to breech door.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Tm clearing house shotgun pistol 2 rifles.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Israeli team exits house in pursuit of terrorist suspects. Note Steve in foreground who has slung his shotgun on his back after breaching door earlier.&lt;br /&gt;
&lt;br /&gt;
[[File:2 guns pistol rifle boaz.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Boaz (Tomer Kapon) carrying two firearms; AR-15 platform rifle and Glock pistol behind the back. Preferred pistol carry is for inside-the-waist band or small of the back without a holster.&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Rt profile assault rifle boaz.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Front view of Boaz (Tomer Kapon) carrying AR-15 platform rifle. All Israeli team photos show rifles with optical sight (type unknown) and probably a 30 round magazine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Nurit holds rifle.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nurit (Rona-Lee Shim'on), only female allowed at times to operate in field with undercover Israeli counter-terrorist team, advances with AR-15 type rifle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Terrorist captures boaz.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Close up of prop gun held by terrorist. Note the off-center barrel and the block/clogged front sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda IDF solider rifle woman pistol.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IDF soldier holding AR-15 platform rifle in background. Soldier in foreground has pistol in small of back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda IDF woman pistol.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IDF woman soldier at check point has a full-sized H&amp;amp;K USP holstered in the small of her back.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Doran captures abu nr 2.jpeg]]&lt;br /&gt;
&lt;br /&gt;
Doran (Lior Raz) holds Palestinian assassin captive with a SIG P226. The color and wear suggests this is the same pistol that was used to hold Doron and Eli at gunpoint by a Hamas agent in the first episode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Nurit put gun in thigh holsters.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nurit (Rona-Lee Shim'on) holsters a compact Glock pistol in thigh holster before undercover operation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Terriost at prisoner exchg.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Terrorist holds AK-47 type rifle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Fauda Walid draws gun.jpeg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Terrorist character Walid El Abed (Walid El Abed) draws Glock pistol with finger already on the trigger. Not a good idea&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Furious_7&amp;diff=1026483</id>
		<title>Furious 7</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Furious_7&amp;diff=1026483"/>
		<updated>2016-05-21T21:23:02Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Glock 19 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name=Fast &amp;amp; Furious 7&lt;br /&gt;
|picture=Furious 7 poster.jpg&lt;br /&gt;
|caption=''Theatrical Poster''&lt;br /&gt;
|country=[[File:USA.jpg|25px]] United States&lt;br /&gt;
|director=[[James Wan]]&lt;br /&gt;
|date=2015&lt;br /&gt;
|language=&lt;br /&gt;
|studio=Original Film&amp;lt;br&amp;gt;One Race Films&lt;br /&gt;
|distributor=Universal Pictures&lt;br /&gt;
|character1=Dominic Toretto&lt;br /&gt;
|actor1=[[Vin Diesel]]&lt;br /&gt;
|character2=Brian O'Conner&lt;br /&gt;
|actor2=[[Paul Walker]]&lt;br /&gt;
|character3=DSS Agent Luke Hobbs&lt;br /&gt;
|actor3=[[Dwayne Johnson]]&lt;br /&gt;
|character4=Letty Ortiz&lt;br /&gt;
|actor4=[[Michelle Rodriguez]]&lt;br /&gt;
|character5=Deckard Shaw&lt;br /&gt;
|actor5=[[Jason Statham]] &lt;br /&gt;
|character6=Mia Torretto&lt;br /&gt;
|actor6=[[Jordana Brewster]]&lt;br /&gt;
|character7=Roman Pearce&lt;br /&gt;
|actor7=[[Tyrese Gibson]]&lt;br /&gt;
|character8=Mr. Nobody&lt;br /&gt;
|actor8=[[Kurt Russell]]&lt;br /&gt;
|character9=Tej Parker&lt;br /&gt;
|actor9=[[Chris &amp;quot;Ludacris&amp;quot; Bridges]]&lt;br /&gt;
|character10=Mose Jakande&lt;br /&gt;
|actor10=[[Djimon Hounsou]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Furious 7''''' is the seventh installment in the [[:Category:Fast &amp;amp; Furious|Fast and the Furious film franchise]]. Set after the events of ''[[The Fast and the Furious: Tokyo Drift]]'', the film finds the team being targeted by the elder brother of Owen Shaw (from ''[[Fast &amp;amp; Furious 6]]''), a rogue ex-black ops assassin who is now out for revenge following the events of the [[Fast &amp;amp; Furious 6|previous entry]]. The movie marks the final film role for [[Paul Walker]], who died in a tragic car accident in 2013, partway through filming. The majority of the principle cast return, while ''[[Saw]]'' co-creator [[James Wan]] takes over as director. New cast members introduced to the franchise include [[Kurt Russell]], [[Tony Jaa]], [[Djimon Hounsou]], [[Ronda Rousey]] and [[Jason Statham]].&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
{{spoilers}}&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
==CAA Tactical RONI-SI1==&lt;br /&gt;
What appears to be a [[SIG-Sauer P226]] mounted in a [[CAA Tactical RONI|CAA Tactical RONI-SI1]] is seen in the hands of one of Mr. Nobody's operatives during the first encounter with Dom.&lt;br /&gt;
[[File:CAA RONI-SI1.jpg|thumb|none|450px|CAA Tactical RONI-SI1 with a SIG-Sauer P226 mounted underneath with foregrip extended out.]]&lt;br /&gt;
[[File:FF7 808.jpg|thumb|none|600px|Closeup of the CAA Tactical RONI-ST1.]]&lt;br /&gt;
[[File:FF7 806.jpg|thumb|none|600px|The RONI-ST1 is seen on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] is used by Kiet's men. During a fight with Brian, Kiet ([[Tony Jaa]]) picks up a Glock from one of them and fires it before the bus crashes.&lt;br /&gt;
[[File:Glock173rdGen.jpg|thumb|none|300px|Glock 17 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:Furious7 G17.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Furious7 G17 2.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Furious7 G17 3.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
Brian O'Conner ([[Paul Walker]]) carries a [[Glock 19]] with a tan frame after he loses his S&amp;amp;W and uses it during the finale. The pistol is later lost during his second fight with Kiet.&lt;br /&gt;
[[File:Glock19pistol.jpg|thumb|none|300px|Glock 19 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:Furious7 108.jpg|thumb|none|600px|Brian's Glock 19 is seen on the his MOLLE vest. Note that he later tears off the &amp;quot;FBI&amp;quot; label on the vest after gearing up.]]&lt;br /&gt;
[[File:Furious7 534.jpg|thumb|none|600px|Brian holsters his Glock.]]&lt;br /&gt;
[[File:Furious7 536.jpg|thumb|none|600px|Brian with his holstered Glock.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226==&lt;br /&gt;
Elena Neves ([[Elsa Pataky]]) uses a [[SIG-Sauer P226]] during the encounter with Deckard Shaw ([[Jason Statham]]) in the DSS building. Sheppard (John Brotherton), a member of Mr. Nobody's Black Ops team, is also seen with a P226.&lt;br /&gt;
[[File:SigP226.jpg|thumb|none|300px|SIG-Sauer P226 - 9x19mm]]&lt;br /&gt;
[[File:FF7 101.jpg|thumb|none|600px|Elena Neves ([[Elsa Pataky]]) with her SIG.]]&lt;br /&gt;
[[File:FF7 809.jpg|thumb|none|600px|Sheppard (John Brotherton) with the P226.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
One of Kiet's men carries a [[SIG-Sauer P226R]] during the convoy attack. Brian O'Conner ([[Paul Walker]]) knocks him out and takes the sidearm from him, and uses it until he frees Ramsey (Nathalie Emmanuel). Deckard Shaw ([[Jason Statham]]) also uses a P226R before the street fight against Toretto.&lt;br /&gt;
[[File:P226R.jpg|thumb|none|300px|SIG-Sauer P226R - 9x19mm; updated P226 with accessory rails, now the standard production version for the P226 (IMFDB still refers to this model as the &amp;quot;P226R&amp;quot; to distinguish between newer and older models).]] &lt;br /&gt;
[[File:Furious7 103.jpg|thumb|none|600px|Brian fires the sidearm on the bus.]]&lt;br /&gt;
[[File:Furious7 P226R 2.jpg|thumb|none|600px|Shaw picks up his P226R.]]&lt;br /&gt;
[[File:Furious7 P226R.jpg|thumb|none|600px|Shaw crawls out of his car with his empty handgun.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P230==&lt;br /&gt;
Mr. Nobody ([[Kurt Russell]]) is seen using dual [[SIG-Sauer P230]] pistols as his sidearms during the ambush in the warehouse.&lt;br /&gt;
[[File:Sig P230 (black).jpg|thumb|300px|none|SIG-Sauer P230 - .32 ACP (7.65x17mm)]]&lt;br /&gt;
[[File:FF7 123.jpg|thumb|none|600px|Mr. Nobody ([[Kurt Russell]]) with his SIG pistols.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 629 Performance Center==&lt;br /&gt;
Diplomatic Security Service (DSS) Agent Luke Hobbs ([[Dwayne Johnson]]) uses a [[Smith &amp;amp; Wesson Model 629 Competitor|Smith &amp;amp; Wesson Model 629 Performance Center]] as his sidearm, as in the previous two films.&lt;br /&gt;
[[File:SW629PC.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 629 'Competitor' AKA 'Performance Center' with weighted barrel and scope rails - .44 Magnum. This model is a standard production from the S&amp;amp;W Performance Center. This is the original version of the gun, with Weaver rails. Subsequent versions use Picatinny rails.]]&lt;br /&gt;
[[File:Furious7Model629.jpg|thumb|none|600px|Hobbs' Model 629 is seen on a hospital table.]]&lt;br /&gt;
[[File:Furious7 106.jpg|thumb|none|600px|Hobbs loads up his revolver.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson SW1911PD==&lt;br /&gt;
Brian O'Conner ([[Paul Walker]]) tries to pull a [[M1911 pistol series#Smith &amp;amp; Wesson SW1911|Smith &amp;amp; Wesson SW1911PD]] on Kiet on the convoy bus, but in vain.&lt;br /&gt;
[[File:SW1911pd.jpg|thumb|300px|none|Smith &amp;amp; Wesson SW1911PD - .45 ACP]]&lt;br /&gt;
[[File:Furious7 SW1911.jpg|thumb|none|600px|The SW1911PD on Brian's holster]]&lt;br /&gt;
[[File:Furious7 SW1911 2.jpg|thumb|none|600px|Brian's 1911 is seen flying through the air behind Kiet.]]&lt;br /&gt;
[[File:Furious71911Professional.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Springfield Armory XD==&lt;br /&gt;
Luke Hobbs ([[Dwayne Johnson]]) draws a concealed [[Springfield Armory XD]] from beneath a table at the DSS building during the confrontation with Deckard Shaw ([[Jason Statham]]).&lt;br /&gt;
[[File:SpringFieldXD9Tactical.jpg|thumb|none|300px|Springfield Armory XD-9 Tactical - 9x19mm]]&lt;br /&gt;
[[File:FF7 103.jpg|thumb|none|600px|Luke Hobbs ([[Dwayne Johnson]]) with the XD.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
Mose Jakande's men use [[Heckler &amp;amp; Koch MP5A2]]s with foregrips in the Caucasus Mountains. These are also used by Kiet's men during the finale.&lt;br /&gt;
[[File:H&amp;amp;KMP5-N.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A2 with Navy trigger group - 9x19mm]]&lt;br /&gt;
[[File:Furious7 MP5.jpg|thumb|none|600px|A henchman with the MP5A2.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5A3]] is carried by the police during the hospital scene at the start. It is used by some of Mr. Nobody's operatives as well, and Jakande's men also use MP5A3s with foregrips in the Caucasus Mountains.&lt;br /&gt;
[[File:MP5A3RIS.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5A3 with Navy trigger group, railed handguard, RIS foregrip, and M68 Aimpoint red dot scope - 9x19mm]]&lt;br /&gt;
[[File:FF7 110.jpg|thumb|none|600px|An officer with the MP5A3 before being blown up by Shaw.]]&lt;br /&gt;
[[File:FF7 810.jpg|thumb|none|600px|Mr. Nobody's operatives are seen with MP5s.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
Brian O'Conner ([[Paul Walker]]) carries a [[Heckler &amp;amp; Koch MP5K]] with a PDW-style stock during the finale and uses it in the firefight with Keit's team of mercenaries; some of Mr. Nobody's men use the weapon as well. Additionally, in the extended cut, Deckard Shaw ([[Jason Statham]]) is seen laying the weapon on the chest of his brother Owen ([[Luke Evans]]) in the hospital.&lt;br /&gt;
[[File:MP5K-PDWEarly.jpg‎|thumb|none|450px|MP5K with the PDW-style folding stock attached, commonly used in films to emulate the PDW - 9x19mm]]&lt;br /&gt;
[[File:FF7 106.jpg|thumb|none|600px|Deckard Shaw holding his MP5K with the PDW stock folded in the extended cut.]]&lt;br /&gt;
[[File:FF7 806.jpg|thumb|none|600px|Operatives are seen with the MP5K.]]&lt;br /&gt;
[[File:Furious7 MP5K.jpg|thumb|none|600px|Brian aiming his MP5K with the PDW stock unfolded.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KN==&lt;br /&gt;
Deckard Shaw ([[Jason Statham]]) is seen with a [[Heckler &amp;amp; Koch MP5KN]] when gearing up.&lt;br /&gt;
[[File:MP5K-N.jpg|thumb|none|350px|Heckler &amp;amp; Koch MP5KN - 9x19mm]]&lt;br /&gt;
[[File:Furious7 MP5KN.jpg|thumb|none|600px|Deckard Shaw cocks the handle of the MP5KN before loading a double stack magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
Kiet ([[Tony Jaa]]) uses a [[Heckler &amp;amp; Koch UMP45]] with a laser sight and other accessories while hunting Brian in the finale.&lt;br /&gt;
[[File:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[File:Furious7 UMP.jpg|thumb|none|600px|Kiet with the UMP.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
One of the guards at the estate of Mando (Romeo Santos) carries an [[IMI Uzi]].&lt;br /&gt;
[[File:Uzi.jpg|thumb|none|425px|IMI Uzi with buttstock collapsed - 9x19mm]]&lt;br /&gt;
[[File:Furious7 Uzi.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==Sa. Vz.61 Skorpion==&lt;br /&gt;
Deckard Shaw ([[Jason Statham]]) uses a [[Sa. Vz.61 Skorpion]] when encountering Toretto for the first time.&lt;br /&gt;
[[File:CZ Vz.61.jpg|thumb|none|350px|Sa. Vz. 61 Skorpion - .32 ACP]]&lt;br /&gt;
[[File:Furious7 Skorpion.jpg|thumb|none|600px|Shaw aiming his Skorpion at Toretto.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==12 Gauge Double Barreled Shotgun==&lt;br /&gt;
Dominic Toretto ([[Vin Diesel]]) takes out a [[12 Gauge Double Barreled Shotgun|12 Gauge Side by Side Shotgun]] and proceeds to saw down the barrels and the stock while preparing for his final showdown with Deckard Shaw. He briefly holds it against Shaw before discarding it to settle things with a street fight.&lt;br /&gt;
[[File:BaikalSBSShotgun.jpg|thumb|none|450px|Modern Baikal Commercial hammerless side by side shotgun - 12 gauge. Baikal is a Russian manufacturer and a version of this budget shotgun is known as the Remington Spartan.]] &lt;br /&gt;
[[File:Furious7 528.jpg|thumb|none|600px|Dominic Toretto ([[Vin Diesel]]) takes out a [[12 Gauge Double Barreled Shotgun|12 Gauge Side by Side Shotgun]] from the trunk of his Dodge Charger .]]&lt;br /&gt;
[[File:Furious7 DBS.jpg|thumb|none|600px|Toretto sawing down his side by side shotgun.]]&lt;br /&gt;
[[File:Furious7 SawedOff.jpg|thumb|none|600px|Toretto aiming his sawed off shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590 XREP==&lt;br /&gt;
The MPs accompanying Agent Hobbs at the CIA detention site are armed with the [[Mossberg 590|Mossberg 590 XREP]] fitted with [[Taser#Taser X12|Tasers]].&lt;br /&gt;
[[File:XREPM500.jpg|thumb|none|425px|Mossberg 500 XREP with XREP shells - 12 gauge]]&lt;br /&gt;
[[File:FF7 814.jpg|thumb|none|600px|The MPs with the Mossbergs when escorting a smiling Agent Hobbs.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870==&lt;br /&gt;
What appears to be a [[Remington 870]] fitted with a Magpul MOE handguard is seen in the hands of one of Mr. Nobody's operatives, notably during the raid to capture Shaw.&lt;br /&gt;
[[File:Rem870Magpul.jpg|thumb|none|450px|[[Remington 870]] with Magpul MOE handguard - 12 gauge]]&lt;br /&gt;
[[File:FF7 802.jpg|thumb|none|600px|An operative with the Remington.]]&lt;br /&gt;
&lt;br /&gt;
==Serbu Super Shorty==&lt;br /&gt;
Deckard Shaw ([[Jason Statham]]) is seen with a [[Serbu Super Shorty]] when gearing up.&lt;br /&gt;
[[File:Super Shorty (870).jpg|thumb|none|350px|Serbu Super Shorty Shotgun made from a Remington 870 - 12 gauge]]&lt;br /&gt;
[[File:Furious7 Serbu.jpg|thumb|none|600px|Deckard loads the shotgun.]]&lt;br /&gt;
&lt;br /&gt;
==UTAS UTS-15==&lt;br /&gt;
The [[UTAS UTS-15]] is used by Mr. Nobody ([[Kurt Russell]]) and Dominic Toretto ([[Vin Diesel]]).&lt;br /&gt;
[[File:UTS-15 Gen2.JPG|thumb|none|450px|Gen 2 UTAS UTS-15 - 12 gauge]]&lt;br /&gt;
[[File:Furious7 UTS15.jpg|thumb|none|600px|Mr. Nobody cocking the UTS-15.]]&lt;br /&gt;
[[File:Furious7 UTS15 2.jpg|thumb|none|600px|Toretto holding the shotgun.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles / Carbines=&lt;br /&gt;
==AK-103==&lt;br /&gt;
One of the guards at Mando's estate carries an [[AK-103]].&lt;br /&gt;
[[File:AK103.jpg|thumb|none|450px|AK-103 - 7.62x39mm]]&lt;br /&gt;
[[File:Furious7 AK103.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==AKMS==&lt;br /&gt;
In Abu Dhabi, [[AKMS]] rifles with synthetic furniture are used by Mose Jakande ([[Djimon Hounsou]]) and his mercenaries, including Kiet ([[Tony Jaa]]).&lt;br /&gt;
[[File:AKMS.jpg|thumb|none|450px|AKMS, stamped steel receiver w/ slant muzzle brake and under-folding stock - 7.62x39mm]] &lt;br /&gt;
[[File:Furious7 113.jpg|thumb|none|600px|Jakande's men advance with their rifles.]]&lt;br /&gt;
[[File:FF7 35.jpg|thumb|none|600px|Kiet ([[Tony Jaa]]) uses the rifle.]]&lt;br /&gt;
[[File:FF7 36.jpg|thumb|none|600px|An [[AKMS]] with synthetic furniture is used by Mose Jakande ([[Djimon Hounsou]]).]]&lt;br /&gt;
&lt;br /&gt;
==AKMSU==&lt;br /&gt;
One of Mr. Nobody's operatives uses what appears to be an [[AKMSU]].&lt;br /&gt;
[[File:AK-Krinkov.jpg|thumb|none|400px|AKMSU Krinkov - 7.62x39mm]]&lt;br /&gt;
[[File:Furious7 AKMSU.jpg|thumb|none|600px|The operative on the right with his AKMSU as Shaw's M26 grenade explodes.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
[[M4A1 Carbine]]s are seen used by Mr. Nobody's operatives in the film.&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|Colt M4A1 Carbine with M68 Aimpoint reflex optic and Knight's Armament RAS railed handguard and vertical forward grip - 5.56x45mm]]&lt;br /&gt;
[[File:FF7 800.jpg|thumb|none|600px|Operatives are seen with the M4.]]&lt;br /&gt;
[[File:FF7 802.jpg|thumb|none|600px|An operative advances with the M4.]] &lt;br /&gt;
[[File:FF7 803.jpg|thumb|none|600px|Operatives with their M4s.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
The [[Colt Model 933]] is used by Jakande's and Mr. Nobody's men.&lt;br /&gt;
[[File:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 with 4-position stock - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Furious7 503.jpg|thumb|none|600px|One of Jakande's henchmen with the M933 in the Caucasus Mountains.]]&lt;br /&gt;
[[File:Furious7 Colt933.jpg|thumb|none|600px|One of Mr. Nobody's operatives with the M933.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The [[FN SCAR-L]] is carried by the police during the hospital scene at the start.&lt;br /&gt;
[[File:SCAR-L CQC.jpg|thumb|none|450px|FN SCAR-L CQC - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Furious7 SCAR-L.jpg|thumb|none|600px|The SCAR-L on the left.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36KV==&lt;br /&gt;
One of Kiet's men carries a [[Heckler &amp;amp; Koch G36KV]] during the convoy attack.&lt;br /&gt;
[[File:HKG36KR.jpg‎|thumb|none|450px|Heckler &amp;amp; Koch G36KV - 5.56x45mm]]&lt;br /&gt;
[[File:Furious7 508.jpg|thumb|none|600px|The operative reaches for the G36 from the weapon rack. Several pistols are also seen in the rack.]]&lt;br /&gt;
[[File:Furious7 509.jpg|thumb|none|600px|The operative holds the G36KV.]]&lt;br /&gt;
[[File:Furious7 G36.jpg|thumb|none|600px|The operative holds the G36KV.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Kock HK416==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416]] is used by some of Mr. Nobody's operatives, including Sheppard (John Brotherton).&lt;br /&gt;
[[File:Hk416 10 inch left.jpg|thumb|none|425px|HK416 in D10RS sub-variant with EOTech holographic weapon sight, RIS foregrip, AN/PEQ-2 IR designator, &amp;amp; Crane stock - 5.56x45mm]]&lt;br /&gt;
[[File:FF7 805.jpg|thumb|none|600px|An operative with the HK416.]]&lt;br /&gt;
[[File:FF7 113.jpg|thumb|none|600px|The same operative with the HK416.]]&lt;br /&gt;
&lt;br /&gt;
==LMT LM8MWS==&lt;br /&gt;
Brian O'Conner ([[Paul Walker]]) is seen with an [[LMT LM8MWS]] rifle when gearing up. However, he uses instead an MP5K with a PDW-style stock later.&lt;br /&gt;
[[File:LMT LM8MWS.jpg|thumb|none|450px|LMT LM8MWS - 7.62x51mm]]&lt;br /&gt;
[[File:Furious7 110.jpg|thumb|none|600px|Brian cocks his LM8MWS. Note that this shot is only from the trailer; in the actual film he is just seen taking the rifle from his car's trunk.]]&lt;br /&gt;
[[File:Furious7 536.jpg|thumb|none|600px|Brian with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==LWRC PSD==&lt;br /&gt;
Brian O'Conner ([[Paul Walker]]) uses an [[LWRC PSD]] during the ambush in the warehouse.&lt;br /&gt;
[[File:LWRC psd RifleA.jpg|thumb|none|400px|LWRC PSD with Magpul CTR stock, MIAD pistol grip, &amp;amp; PMAG magazine - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Furious7 111.jpg|thumb|none|600px|Brian fires the PSD rifle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG P556 SWAT==&lt;br /&gt;
Deckard Shaw ([[Jason Statham]]) uses a [[SIG P556 SWAT]] fitted with a folding stock, an EOTech Holo Sight/Magnifier combo, and an [[LMT M203]] launcher mounted on a Samson rail system.&lt;br /&gt;
[[File:Sig P556 SWAT.jpg|thumb|none|400px|SIG P556 SWAT with polymer magazine and SIG-Sauer STS-081 red dot scope - 5.56x45mm]]&lt;br /&gt;
[[File:Furious7 120.jpg|thumb|none|600px|Deckard Shaw ([[Jason Statham]]) with his SIG rifle fitted with an LMT launcher.]]&lt;br /&gt;
[[File:Furious7 522.jpg|thumb|none|600px|Shaw fires his weapon into the ceiling.]]&lt;br /&gt;
[[File:Furious7 SIG P556.jpg|thumb|none|600px]]&lt;br /&gt;
[[File:Furious7 121.jpg|thumb|none|600px|Shaw with the weapon. Note the stock is now unfolded.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
==Accuracy International AW-F==&lt;br /&gt;
Deckard Shaw ([[Jason Statham]]) uses a suppressed [[Accuracy International AW#Accuracy International Arctic Warfare|Accuracy International AW-F]] in the Caucasus Mountains.&lt;br /&gt;
[[File:Arctic Warfare Folding Stock.jpg|thumb|none|450px|Accuracy International AW-F - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Furious7 AW.jpg|thumb|none|600px|Deckard Shaw ([[Jason Statham]]) unfolding the stock of his sniper rifle]]&lt;br /&gt;
[[File:Furious7 506.jpg|thumb|none|600px|Shaw with the sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3SG/1==&lt;br /&gt;
One of the guards at Mando's estate carries a [[Heckler &amp;amp; Koch G3SG/1]].&lt;br /&gt;
[[File:H&amp;amp;KSG1.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3SG/1 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FF7 38.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The autocannons mounted as defensive weapons on a heavily armored prisoner transport bus are in fact mocked-up [[Browning M1919A4]] machine guns with large barrel shrouds.&lt;br /&gt;
[[File:M1919A4.jpg|thumb|450px|none|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:Furious7 101.jpg|thumb|none|600px|The weapons are revealed. These appear to be modified Browning M1919A4 machine guns.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 Heavy Barrel==&lt;br /&gt;
In a stealth helicopter, a [[Browning M2]] is mounted in the door; Mose Jakande ([[Djimon Hounsou]]) uses the weapon to engage Hobbs in a machine-gun duel in the finale.&lt;br /&gt;
[[File:BrowningM2 plain.jpg|thumb|none|450px|Browning M2HB - .50 BMG]]&lt;br /&gt;
[[File:FF7 128.jpg|thumb|none|600px|One of Jakande's men using the Browning M2HB.]]&lt;br /&gt;
&lt;br /&gt;
==M134 Minigun==&lt;br /&gt;
Jakande's attack drone mounts a [[M134 Minigun]]. After Hobbs ([[Dwayne Johnson]]) destroys the drone, he pulls the weapon from the wreckage and uses it against Jakande's helicopter. It's not entirely clear how Hobbs does this; being a drone-mounted weapon, it wouldn't have a mechanical trigger and there would be no way for him to fire it.&lt;br /&gt;
&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Furious7 Handheld Minigun.jpg|thumb|none|600px|Hobbs ([[Dwayne Johnson]]) opens up with the minigun after recovering it from the drone wreckage.]]&lt;br /&gt;
[[File:Furious7 122.jpg|thumb|none|600px|Hobbs continues to use the minigun.]]&lt;br /&gt;
&lt;br /&gt;
==M240B Machine Gun==&lt;br /&gt;
[[M240B]] machine guns fitted with spade grips are mounted in the Land Rovers escorting the prisoner transport bus.&lt;br /&gt;
[[File:M240-1.jpg|thumb|none|450px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Furious7 514.jpg|thumb|none|600px|The machine gun is revealed.]]&lt;br /&gt;
[[File:Furious7 515.jpg|thumb|none|600px|Firing the machine gun.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==LMT M203==&lt;br /&gt;
The [[LMT M203]] launcher is fitted to the SIG P556 SWAT used by Deckard Shaw ([[Jason Statham]]).&lt;br /&gt;
[[File:M203a2.jpg|thumb|none|375px|LMT M203 grenade launcher with 12&amp;quot; barrel - 40x46mm]]&lt;br /&gt;
[[File:Furious7 120.jpg|thumb|none|600px|Shaw holds his SIG P556 SWAT with the launcher. LMT logo visible here.]]&lt;br /&gt;
[[File:Furious7 121.jpg|thumb|none|600px|Shaw prepares to use the launcher.]]&lt;br /&gt;
&lt;br /&gt;
==RM Equipment M203PI==&lt;br /&gt;
Fitted under an M4A1 is an [[M203|RM Equipment M203PI]] grenade launcher &lt;br /&gt;
[[File:RM Equipment M203PI.jpg|thumb|none|400px|RM Equipment M203PI - 40x46mm]]&lt;br /&gt;
[[File:FF7 800.jpg|thumb|none|600px|]]&lt;br /&gt;
[[File:FF7 802.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
An [[RPG-7]] is seen in the hands of one by Jakande's men during the convoy attack.&lt;br /&gt;
[[File:Rpg-7-1-.jpg‎|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Furious7 519.jpg|thumb|none|600px|The operative drawing his RPG-7.]]&lt;br /&gt;
[[File:Furious7 520.jpg|thumb|none|600px|The launcher being held.]]&lt;br /&gt;
&lt;br /&gt;
==Sage Control Ordnance Deuce Revolution==&lt;br /&gt;
Both Brian ([[Paul Walker]]) and Tej Parker ([[Chris &amp;quot;Ludacris&amp;quot; Bridges]]) can be seen using what appear to be [[Sage Control Ordnance Deuce Revolution]] double barreled over-and-under grenade launchers with the stocks removed during the convoy attack.&lt;br /&gt;
[[File:Sage Deuce Revolution.jpg|thumb|none|450px|Sage Control Ordnance Deuce Revolution - 37mm smooth-bore, 37mm rifled or 40x46mm]]&lt;br /&gt;
[[File:Furious7 516.jpg|thumb|none|600px|Tej Parker ([[Chris &amp;quot;Ludacris&amp;quot; Bridges]]) takes out the launcher.]]&lt;br /&gt;
[[File:Furious7 518.jpg|thumb|none|600px|Brian ([[Paul Walker]]) with the launcher.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M26 hand grenade==&lt;br /&gt;
[[M26 hand grenade]]s are used by Deckard Shaw ([[Jason Statham]]). During the finale, Toretto ([[Vin Diesel]]) takes Shaw's grenades and uses them against Jakande's helicopter.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|150px|M26 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:FF7 116.jpg|thumb|none|600px|Closeup of a grenade held by Shaw.]]&lt;br /&gt;
[[File:Furious7 grenades.jpg|thumb|none|600px|Shaw packing his M26 grenades.]]&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
While in the hospital, Deckard Shaw ([[Jason Statham]]) picks up an [[M67 hand grenade]] off a downed British Specialist Firearms Officer. In reality, no British police would ever carry military-issue fragmentation grenades, not even CO19.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|150px|M67 fragmentation grenade]]&lt;br /&gt;
[[File:FF7 108.jpg|thumb|none|600px|Deckard Shaw ([[Jason Statham]]) takes up the M67 hand grenade.]]&lt;br /&gt;
&lt;br /&gt;
{{Fast Furious}}&lt;br /&gt;
[[Category:Fast &amp;amp; Furious]]&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Action Movie]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:James Wan]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=No_Tears_for_the_Dead&amp;diff=1025943</id>
		<title>No Tears for the Dead</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=No_Tears_for_the_Dead&amp;diff=1025943"/>
		<updated>2016-05-18T10:36:58Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Colt M4A1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name = No Tears for the Dead&lt;br /&gt;
|picture = Notear.jpg&lt;br /&gt;
|caption = ''Movie poster''&lt;br /&gt;
|country = [[Image:KoreanFlag.jpg|25px]] South Korea&lt;br /&gt;
|director = Jeong-beom Lee&lt;br /&gt;
|date= 2014&lt;br /&gt;
|language = Korean&lt;br /&gt;
|studio=Dice Film&lt;br /&gt;
|distributor=CJ Entertainment&lt;br /&gt;
|character1=Gon&lt;br /&gt;
|actor1=[[Dong-gun Jang]]&lt;br /&gt;
|character2=Mo-kyeong&lt;br /&gt;
|actor2=[[Min-hee Kim]]&lt;br /&gt;
|character3=Chaoz&lt;br /&gt;
|actor3=[[Brian Tee]]&lt;br /&gt;
|character4=Juan&lt;br /&gt;
|actor4=[[Anthony Dilio]]&lt;br /&gt;
|character5=Alvaro&lt;br /&gt;
|actor5=[[Alex Wraith]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P250 Compact==&lt;br /&gt;
Gon uses a suppressed [[SIG P250 Compact]] in the opening prologue when he interrupts a deal with the Russian mafia.&lt;br /&gt;
[[Image:SIG P250c right.JPG|thumb|300px|none|SIG-Sauer P250 Compact - 9x19mm]]&lt;br /&gt;
[[Image:NTFD_P250-2.jpg|thumb|none|600px|Gon stuffed his P250 Compact into a Russian mobster's mouth.]]&lt;br /&gt;
[[Image:NTFD_P250-3.jpg|thumb|none|600px|Gon fires his SIG.]]&lt;br /&gt;
[[Image:NTFD_P250-4.jpg|thumb|none|600px|Gon with his empty P250.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev TT-33]] is Gon's primary firearm. Since he is employed by Chinese triad, this weapon would be a simple disposable weapon in the triad arsenal.&lt;br /&gt;
&lt;br /&gt;
[[File:TT-33 with suppressor.jpg|thumb|none|400px|WE TT-33 air gun with fake suppressor.]]&lt;br /&gt;
[[Image:NTFD_T33.jpg|thumb|none|500px|Gon aims the suppressed TT-33 in a production photo.]]&lt;br /&gt;
[[Image:No Tears for the Dead1.jpg|thumb|none|600px|Gon screwing the suppressor onto his TT-33]]&lt;br /&gt;
[[Image:NTFD_T33-2.jpg|thumb|none|600px|Gon examined the suppressed pistol.]]&lt;br /&gt;
[[Image:NTFD_T33-3.jpg|thumb|none|600px|The suppressed TT-33 is on a floor]]&lt;br /&gt;
&lt;br /&gt;
==Norinco Type 54==&lt;br /&gt;
Due to a continuity error, Gon switches the TT-33 to a [[Norinco Type 54 / Model 213|Norinco Type 54]] when he attempts an assassination on Mogyeong and when he gets to the hacker's apartment.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tokarev NorincoM213B.jpg|thumb|none|300px|Norinco Model 54 Model 213 with blued finish - 9x19mm.]]&lt;br /&gt;
[[Image:NTFD_T33-4.jpg|thumb|none|600px|Gon fires his Norinco Type 54 at the direction of Mogyeong.]]&lt;br /&gt;
[[Image:NTFD_Type54.jpg|thumb|none|600px|The [[Norinco Type 54 / Model 213|Norinco Type 54]] is seen on the floor.]]&lt;br /&gt;
[[Image:NTFD_Type54-2.jpg|thumb|none|600px|Gon reloads the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P228==&lt;br /&gt;
Juan and Chaoz can be seen equipped with a [[SIG-Sauer P228]] as their sidearms.&lt;br /&gt;
&lt;br /&gt;
[[Image:Sig-Sauer-P228.jpg|thumb|none|300px|SIG-Sauer P228 - 9x19mm]]&lt;br /&gt;
[[Image:NTFD_P228.jpg|thumb|none|600px|The SIG-Sauer P228 is in a weapon case.]]&lt;br /&gt;
[[Image:NTFD_P228-3.jpg|thumb|none|600px|Chaoz loads the SIG.]]&lt;br /&gt;
[[Image:NTFD_P228-2.jpg|thumb|none|600px|Juan holds the pistol.]]&lt;br /&gt;
[[Image:NTDF chaoz pi.JPG|thumb|none|600px|Chaoz aims his weapon.]]&lt;br /&gt;
[[Image:NTFD_P228-4.jpg|thumb|none|600px|Chaoz uses his pistol to press the keys of an elevator. The SIG-Sauer logo is visible.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 19==&lt;br /&gt;
Asing ([[Rich Ting]]) can be seen armed with the suppressed [[Glock 19]] during the scene in basement. &lt;br /&gt;
[[Image:Glock19pistol.jpg|thumb|none|300px|Glock 19 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[Image:NTFD_Glock19.jpg|thumb|none|600px|Asing holds the suppressed Glock 19.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
Gon used a [[Glock 17]] during shootout inside hacker's apartment&lt;br /&gt;
[[Image:Glock17EarlyModel.jpg|thumb|none|300px|2nd Generation Glock 17 - 9x19mm]]&lt;br /&gt;
[[Image:NTFD-Glock17.jpg|thumb|none|600px|Gon holds the Glock.]]&lt;br /&gt;
[[Image:NTFD-Glock17-2.jpg|thumb|none|600px|Gon fires the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 36 &amp;quot;Chiefs Special&amp;quot;==&lt;br /&gt;
Gon's mother (Ji-sung Kim) can be seen armed with the [[Smith &amp;amp; Wesson Model 36 / 38|Smith &amp;amp; Wesson Model 36 &amp;quot;Chiefs Special&amp;quot;]] revolver. &lt;br /&gt;
[[Image:M36.jpg|thumb|none|300px|Smith &amp;amp; Wesson Model 36 - .38 Special]]&lt;br /&gt;
[[Image:NTFD-SW36.jpg|thumb|none|600px|The revolver inside a glove compartment.]]&lt;br /&gt;
[[Image:NTFD-SW36-2.jpg|thumb|none|600px|Gon's mother holds the S&amp;amp;W.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Detective Special==&lt;br /&gt;
A plainclothes detective ([[Sung-Wook Min]]) and Detective Jang ([[Bae-Su Jeon]]) can be seen armed with the 3rd generation [[Colt Detective Special]] as their police issue weapon.&lt;br /&gt;
[[Image:ColtDS.jpg|thumb|none|300px|Colt Detective Special 3rd Gen - .38 Special]]&lt;br /&gt;
[[Image:NTFD-ColtDet.jpg|thumb|none|600px|A detective holds his Colt DS.]] &lt;br /&gt;
[[Image:NTFD-ColtDet2.jpg|thumb|none|600px|Gon swiftly disarms and unloads the detective of his revolver. The detective fails to get his weapon back until Gon tosses the revolver onto the ground.]]&lt;br /&gt;
[[Image:NTFD-ColtDet3.jpg|thumb|none|600px|Detective Jang fires the Colt DS.]]&lt;br /&gt;
[[Image:NTFD-ColtDet4.jpg|thumb|none|600px|Detective Jang aims his sidearm.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 19 (nickel)==&lt;br /&gt;
A Russian mobster can be seen armed with the [[Smith &amp;amp; Wesson Model 19]].&lt;br /&gt;
[[Image:S&amp;amp;W19Nickel.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 19 (nickel) - .357 Magnum.]]&lt;br /&gt;
[[Image:NTFTD rev.jpg|thumb|none|600px|The Model 19 fired at Gon.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KA4==&lt;br /&gt;
Chaoz and Gon can be seen armed with the [[Heckler &amp;amp; Koch MP5K|Heckler &amp;amp; Koch MP5KA4]]&lt;br /&gt;
[[Image:MP5KA4.jpg|thumb|none|300px|Heckler &amp;amp; Koch MP5KA4 (3 round burst added) with 15-round magazine - 9x19mm]]&lt;br /&gt;
[[Image:NTFD-MP5K.jpg|thumb|none|600px|Chaoz holds the MP5KA4]]&lt;br /&gt;
[[Image:NTFD-MP5K2.jpg|thumb|none|600px|Gon holds the MP5KA4]]&lt;br /&gt;
[[Image:NTFD-MP5K3.jpg|thumb|none|600px|The MP5KA4 is on a floor]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
South Korean SWAT officers can be seen armed wth the [[Heckler &amp;amp; Koch MP5A5]] submachine guns&lt;br /&gt;
[[Image:H&amp;amp;KMP5A5.jpg|thumb|none|300px|Heckler and Koch MP5A5 - 9x19mm.]]&lt;br /&gt;
[[Image:NTFD-MP5A5.jpg|thumb|none|600px|SWAT officers armed with the Heckler &amp;amp; Koch MP5A5. Officer at the left holds the Heckler &amp;amp; Koch MP5A5 with railed handguard and RIS foregrip]]&lt;br /&gt;
&lt;br /&gt;
==Steyr TMP==&lt;br /&gt;
A Russian mobster can be seen armed with the Steyr TMP.&lt;br /&gt;
[[Image:SteyrTMP.jpg|thumb|350px|none|Steyr TMP - 9x19mm]]&lt;br /&gt;
[[File:NTPFD TMP view.jpg|thumb|none|600px|The mobster goes down after being shot by Gon.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==Benelli M3==&lt;br /&gt;
Alvaro, Gon and Mo-kyeong use the [[Benelli M3]] throughout the movie.&lt;br /&gt;
&lt;br /&gt;
[[Image:Benelli_m3-1-.jpg|thumb|none|450px|Benelli M3 Super 90 with pistol grip stock combination - 12 gauge]]&lt;br /&gt;
[[Image:Alvaro.jpg|thumb|none|500px|Alvaro holds the weapon. The loading port is visible.]]&lt;br /&gt;
[[Image:DongonM3.jpg|thumb|none|500px|Gon aims the shotgun.]]&lt;br /&gt;
[[Image:NTFD-Benelli.jpg|thumb|none|600px|Gon fires the Benelli. The practice of using a shotgun to encounter a sniper is not feasible, but it is better than unarmed.]]&lt;br /&gt;
[[Image:NTFD-Benelli2.jpg|thumb|none|600px|Alvaro holds the M3.]]&lt;br /&gt;
[[Image:NTFD-Benelli3.jpg|thumb|none|600px|Mo-kyeong armed with the shotgun.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==Colt M4A1==&lt;br /&gt;
Juan and Chaoz use suppressed [[M4A1]] carbines fitted with riflescopes. During the apartment firefight, Juan's M4 goes from suppressed to un-suppressed between scenes. The M4A1 is also used by Gon after taking it from Juan.&lt;br /&gt;
&lt;br /&gt;
[[File:Magpul equipped M4 rifle.jpg|thumb|none|400px|'''Airsoft''' M4 with Magpul furniture - (fake) 5.56x45mm]]&lt;br /&gt;
[[Image:No Tears for the Dead2.jpg|thumb|none|600px|Juan loads a M4A1.]]&lt;br /&gt;
[[Image:NTFD-M4.jpg|thumb|none|600px|Juan with the M4.]]&lt;br /&gt;
[[Image:NTFD-M4-2.jpg|thumb|none|600px|Juan reloading his M4 (Note that the rifle is now un-suppressed and lacks a quick-attach mount. The flash suppressor is a standard A2 Birdcage).]&lt;br /&gt;
[[Image:DongongM4.jpg|thumb|none|500px|Gon with the M4 in a production phto.]]&lt;br /&gt;
[[Image:NTFD-M4-4.jpg|thumb|none|600px|Gon takes cover with the carbine in hand.]]&lt;br /&gt;
&lt;br /&gt;
[[File:ColtM4A1-2.jpg|thumb|none|500px|Colt M4A1 with 6 position collapsible stock and carrying handle removed - 5.56x45mm]]&lt;br /&gt;
[[File:NTFD Chaotz.jpg|thumb|none|601px|Chaoz fires the M4A1]]&lt;br /&gt;
[[Image:NTFD-M4-3.jpg|thumb|none|600px|Chaoz aims his carbine, using it as a mid-range sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Others=&lt;br /&gt;
&lt;br /&gt;
==M67 hand grenade==&lt;br /&gt;
Gon uses [[M67 hand grenade]]s in improvised traps.&lt;br /&gt;
&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|350px|M67 fragmentation grenade]]&lt;br /&gt;
[[Image:NTFD-M67.jpg|thumb|none|600px|The M67 fragmentation grenades are in a bag]]&lt;br /&gt;
[[Image:NTFD-M67-2.jpg|thumb|none|600px|The M67 fragmentation grenade is on a floor]]&lt;br /&gt;
[[Image:NTFD-M67-3.jpg|thumb|none|600px|The M67 fragmentation grenade as a booby trap]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
The [[M18A1 Claymore]] can be seen inside Gon's home as a safety precaution.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[Image:NTFD-Claymore.jpg|thumb|none|600px|The Claymore rigged to the door.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Korean Produced/Filmed]]&lt;br /&gt;
[[Category:Crime]]&lt;br /&gt;
[[Category:Action]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Thriller]]&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:13_Hours:_The_Secret_Soldiers_of_Benghazi&amp;diff=998364</id>
		<title>Talk:13 Hours: The Secret Soldiers of Benghazi</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:13_Hours:_The_Secret_Soldiers_of_Benghazi&amp;diff=998364"/>
		<updated>2016-01-27T11:14:12Z</updated>

		<summary type="html">&lt;p&gt;DeltaOne: /* Does Michael Bay got sponsored by Salient Arms International? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please help ID ==&lt;br /&gt;
&lt;br /&gt;
Please help ID. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 01:09, 29 July 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[File:13H 318.jpg|thumb|none|600px|Rifle on the left.]]&lt;br /&gt;
[[Knight's Armament SR-25|M110 SASS]] maybe? --[[User:Charon68|Charon68]] ([[User talk:Charon68|talk]]) 06:46, 29 July 2015 (EDT)&lt;br /&gt;
This is an HK417--[[User:CFS01|CFS01]] ([[User talk:CFS01|talk]]) 15:05, 3 September 2015 (EDT) &lt;br /&gt;
[[File:13H 315.jpg|thumb|none|600px|]]&lt;br /&gt;
[[PK Machine Gun|PKM]]? --[[User:Charon68|Charon68]] ([[User talk:Charon68|talk]]) 06:46, 29 July 2015 (EDT)&lt;br /&gt;
[[File:13H 305.jpg|thumb|none|600px|]]&lt;br /&gt;
I'm pretty sure that's a 3rd gen Glock, an intermediate variant, a [[Glock 19]] or quite possibly a [[Glock 23]], though the slide looks a bit off (could be some kind of custom slide). The other pistol looks like the SIG P226R mentioned on the page. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 23:50, 13 August 2015 (EDT)&lt;br /&gt;
:That would be in keeping with these guys being former SEALs. --[[User:Charon68|Charon68]] ([[User talk:Charon68|talk]]) 04:54, 14 August 2015 (EDT)&lt;br /&gt;
[[File:13H 326.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
AR looks like a Salient Arms AR15 with their Jailbreak muzzle attachment&lt;br /&gt;
&lt;br /&gt;
== The Book ==&lt;br /&gt;
&lt;br /&gt;
Just finished the book this movie is based on.  The only weapons mentioned (clearly) are M4s, AKs, PKMs and a belt fed machine gun, carried by the GRS operators, that is only described as being 22lbs. with a 200 round belt so I am guessing it is/was an M249 variant. Oh and not that it's germain to the topic of this site but 'Jack Silva' is actually a pseudonym...the real guy chose anonymity when the book was being written in collaboration with the Annex Security Team. --[[User:Charon68|Charon68]] ([[User talk:Charon68|talk]]) 19:49, 13 August 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
Also weren't some of these guys Navy SEALs? I know guys in the services will always distinguish being called a Soldier, a Marine, a Sailor and an Airman. They don't like or want the one term for all guys who serve to be thrown around and consider misidentification a bit insulting. [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 21:31, 4 November 2015 (EST)&lt;br /&gt;
:Two of the Annex Security team members were former SEALs, three were former Marines and one was a former Ranger.  One member of the 'relief' force was also a former SEAL and the others were active duty SOF.  But these guys, strictly speaking, were not CIA.  They were members of the Global Response Staff which, while made up of some CIA staffers, is usually comprised of former SOF operators who act as security for intelligence outposts and diplomats.  My guess is the creation of that group was due to the fall from grace of Blackwater and other PMCs.  --[[User:Charon68|Charon68]] ([[User talk:Charon68|talk]]) 20:15, 5 November 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Saw it tonight ==&lt;br /&gt;
Pretty intense movie. A few things that stood out were that the M4s appeared to have correct A2 flash hiders judging by their muzzle flashes, there were two Deltas with suppressed HK416 D10RS, during one scene in a market a merchant is briefly seen holding up an AKMSU with the original thumbhole forestock, and in the same scene was shown a Beretta PM12S. The Daesh militants also used mortars I couldn't ID to bombard the annex. [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 04:11, 15 January 2016 (EST)&lt;br /&gt;
:I'm pretty sure they weren't ISIS, rather the north African Al-Qaeda cell.[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 11:13, 15 January 2016 (EST)&lt;br /&gt;
::Then the production goofed, because they were flying Daesh's current black standard.[[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 13:09, 15 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
==Does Michael Bay got sponsored by Salient Arms International?==&lt;br /&gt;
I don't mind when Transformers: Age of Extinction science-fiction got a load of Salient Arms International product placement but this? Its like when Baretta tries to convince us that the US Navy SEAL in Lone Survivor used Baretta M9 as their official sidearm. Does the operator involved in Benghazi Attack really used Salient Arms International product during actual attack? [[User:Alex Vostox|Alex Vostox]] ([[User talk:Alex Vostox|talk]])&lt;br /&gt;
&lt;br /&gt;
It did kinda bothered me that these really expensive guns are in this movie. Unless the contractor company the guys technically work under issued them really expensive hardware, I kinda don't believe it [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 22:31, 24 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
According to the Feb.issue of Guns &amp;amp; Ammo, the anwer is no:&amp;quot;...Micheal Bay...wanted to show these guys were always looking to improve their kit...We wanted to have some really visually unique pieces in the film.&amp;quot; The article is quoting Harry Humphries, the film's armorer.--[[User:Tecolote|Tecolote]] ([[User talk:Tecolote|talk]]) 22:44, 24 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
Look at it this way - it's a way to visually identify a certain character, especially when you have a bunch of guys with beards running around with helmets and body armor and carrying almost identical weapons. Rone's weapons were probably chosen as a way to make him stand out, especially considering he was the leader of the response team. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 03:59, 25 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
So I'm the only one who can actually tell these guys apart and not because of their weapons? [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 20:15, 25 January 2016 (EST)&lt;br /&gt;
::Doubt you're the only one. The explanation I gave I actually saw here in another article (can't remember which one) where a character was described as being given a certain weapon as a form of standing out from the other castmembers. Or something along those lines. --[[User:DeltaOne|DeltaOne]] ([[User talk:DeltaOne|talk]]) 06:14, 27 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
I also changed the AR-15 part a little bit. Apparently SAI calls this specific variant the &amp;quot;GRY rifle&amp;quot;. The Jailbreak muzzle brake and that rail was only developed in 2015, so I added the anachronism part for just this rifle [[User:Excalibur01|Excalibur01]] ([[User talk:Excalibur01|talk]]) 22:44, 25 January 2016 (EST)&lt;br /&gt;
&lt;br /&gt;
== HK417 ==&lt;br /&gt;
What's with the replacement of the screen-used gun image with a stock one? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 05:38, 25 January 2016 (EST)&lt;br /&gt;
:No clue, i think there was a pic of it on the talk page for the 416/417 before but it's gone too. Maybe there was some legal trouble or something? Or maybe it wasn't the actual gun. Sure looked like it was the screen-used variant.--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 17:33, 25 January 2016 (EST)&lt;br /&gt;
::The image was uploaded by somebody from the armourers for the film, however he has had to remove it: &amp;quot;It is our image and rifle but production have asked that we remove it for the time being.&amp;quot;  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 04:47, 26 January 2016 (EST)&lt;br /&gt;
:::The last pic on the 417 entry, is that a rubber prob?--[[User:AnActualAK47|AnActualAK47]] ([[User talk:AnActualAK47|talk]]) 14:10, 26 January 2016 (EST)&lt;br /&gt;
::::I don't think so, there are several aspects of it which are generally impossible to do on a rubber casting. For example, the gap around the stock where it slides over the buffer tube wouldn't be there on a solid casting. Also, with the handguard you can see that it is correctly free floating around the barrel and gas block and the vent holes are still open, again something which wouldn't generally be the case with a stunt rubber casting. --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 05:12, 27 January 2016 (EST)&lt;/div&gt;</summary>
		<author><name>DeltaOne</name></author>
	</entry>
</feed>