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	<id>https://www.buildlogs.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DevaKitty</id>
	<title>Internet Movie Firearms Database - Guns in Movies, TV and Video Games - User contributions [en]</title>
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	<updated>2026-04-07T00:34:16Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.buildlogs.org/index.php?title=Deadhunt&amp;diff=1436312</id>
		<title>Deadhunt</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Deadhunt&amp;diff=1436312"/>
		<updated>2021-08-11T03:02:12Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:deadhuntmainmenu.jpg|thumb|right|300px|''Deadhunt'' (2005)]]&lt;br /&gt;
''Deadhunt'' is a downloadable indie video game that came out way before the popular &amp;quot;zombie&amp;quot; first-person shooter trend seen in video games like ''[[Left 4 Dead]]'' or ''[[Killing Floor]]''. The player's only task was to stay alive as much as possible while the computer threw continuous waves of zombies at them.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''The following weapons make an appearance in the video game ''Deadhunt'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== IMI/Magnum Research Desert Eagle Mark XIX ==&lt;br /&gt;
Although (as in most FPS games) the [[Desert Eagle#Desert Eagle Mark XIX|Desert Eagle Mark XIX]] is not the default pistol in the game, the player can collect it via power-ups in most levels. It is chambered in .50AE and it destroys most zombies with a single shot. It incorrectly holds 10 rounds in the magazine, while the real Mark XIX can hold only 7.&lt;br /&gt;
[[Image:DesertEagle50AE.jpg|thumb|400px|none|Desert Eagle Mark XIX - .50AE]]&lt;br /&gt;
[[Image:d eagle 50ae.jpg|thumb|none|500px|The Mark XIX in the game. The absence of the fluted barrel indicates that this can be only the .50AE variant.]]‎&lt;br /&gt;
&lt;br /&gt;
== IMI Micro Uzi ==&lt;br /&gt;
The [[Micro Uzi]] is the standard sidearm of the game. The gun seems to have a barrel extension attached in front of the muzzle. The stock remains folded throughout the entire game (cannot be unfolded). It has a very high rate of fire and the magazine holds 50 rounds. While 50-round magazines do exist, in-game the weapon seems to have the more common 30-round magazine. The player fires this weapon sideways 'gangsta-style', which in real life would have questionable accuracy.&lt;br /&gt;
[[Image:MicroUziPistolStock.jpg|thumb|none|350px|Micro Uzi - 9x19mm]]&lt;br /&gt;
[[Image:micro uzi.jpg|thumb|none|500px|In-game Micro Uzi SMG.]]‎&lt;br /&gt;
&lt;br /&gt;
== Pancor Jackhammer ==&lt;br /&gt;
The [[Pancor Jackhammer]] is a fully automatic combat shotgun in the game. It holds the same amount of ammo (10 rounds) as in the real model. The game portrays the function principles of the shotgun accurately by showing the barrel of the gun recoiling back and forth inside the weapon's receiver. In the game it seems to fire 00 buckshots. The Jackhammer is particularly effective against large crowds.&lt;br /&gt;
[[Image:Jackhammer.jpg|thumb|none|400px|Pancor Jackhammer combat shotgun - 12 ga.]]&lt;br /&gt;
[[Image:jackhammer2.jpg|thumb|none|500px|The Jackhammer shotgun in the game.]]‎&lt;br /&gt;
&lt;br /&gt;
==Mossberg 500 Cruiser ==&lt;br /&gt;
The [[Mossberg 500 Cruiser]] is the second 12-gauge shotgun in the game. This model has a heat shield and pistol grip. In-game it seems to fire 00 buckshots. Devastating in close quarters, holds 8 rounds. The gun has rifle sights. The shell ejection port is on the left side of the weapon.&lt;br /&gt;
[[Image:Mossberg500Cruiser.jpg|thumb|none|400px|Mossberg 500 Cruiser - 12 ga.]]&lt;br /&gt;
[[Image:mossy500.jpg|thumb|none|500px|In-game Mossberg 500.]]‎&lt;br /&gt;
&lt;br /&gt;
==M60 General Purpose Machine Gun==&lt;br /&gt;
While the [[M60]] holds 100 rounds of 7.62mm caliber and is capable of fully automatic fire, the player is slowed down by the bulk of the weapon. Also it takes a lot of time to reload. The bipod is permanently folded throughout the game.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|400px|M60 GPMG - 7.62x51mm NATO]]‎&lt;br /&gt;
[[Image:m60II.jpg|thumb|none|500px|In-game M60 GPMG.]]‎&lt;br /&gt;
&lt;br /&gt;
==Steyr IWS 2000 Sniper Rifle==&lt;br /&gt;
The sniper rifle of the game. Contrary to common practice, the gun lacks a scope, instead it has a laser sight mounted in its place. This makes no sense since this is a very heavy sniping rifle, dedicated for long range neutralization of enemy material, not personnel. The weapon is still in prototype development. It holds 5 rounds, just like the real counterpart.&lt;br /&gt;
[[Image:Steyr Iws 2000.jpg|thumb|none|400px|Steyr IWS 2000 - 15.2×169 mm]]&lt;br /&gt;
[[Image:steyr iws2000.jpg|thumb|none|500px|In-game IWS 2000 Sniper Rifle.]]‎&lt;br /&gt;
&lt;br /&gt;
== Heckler &amp;amp; Koch HK33 ==&lt;br /&gt;
The standard 5.56 rifle of the game is the not very common [[HK33]]. One burst is usually enough to dispatch a single zombie. The magazine holds 30 rounds. The gun itself seems to be an early variant, due to the also early MP5-style handguard, which was later abandoned on both guns. The 'S-E-F' fire selector markings can be clearly seen.&lt;br /&gt;
[[Image:HK33_A2.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK33 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:hk 33.jpg|thumb|none|500px|In-game HK 33 Rifle.]]‎&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Zombie]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:The_Wachowskis&amp;diff=1429475</id>
		<title>Talk:The Wachowskis</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:The_Wachowskis&amp;diff=1429475"/>
		<updated>2021-07-04T18:27:31Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You guys know that there is no such thing as the &amp;quot;Wachowski Brothers&amp;quot; anymore since Larry became Lana, right? I think this page should be changed from &amp;quot;Wachowski Brothers&amp;quot; to &amp;quot;Lana and Andy Wachowski&amp;quot;, as on IMDb. [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 09:26, 26 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I think &amp;quot;The Wachowskis&amp;quot; as on Wikipedia is less awkward. [[User:Evil Tim|Evil Tim]] 09:29, 26 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Ewwwww.  Notice that in Lana's bio, IMDB rather coyly NEVER MENTIONS that he/she/it had a sex change operation.  The entire Bio is a mess of gender identifiers with no reference as to how a &amp;quot;she&amp;quot; can be the brother of someone.&amp;quot;''Estranged wife Thea Bloom was her (Wachowski's) college sweetheart. She (Wachowski) left Bloom in 2002 for Karin Winslow, a professional dominatrix, who left her husband to take Wachowski on as her &amp;quot;slave.&amp;quot;.''&amp;quot;  Uh. Right.  This guy/gal/whatever is a real winner ....... ;)  [[User:MoviePropMaster2008|MoviePropMaster2008]] 11:09, 26 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
Wait, what? [[User:BeardedHoplite|BeardedHoplite]] 12:01, 26 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Why is this still &amp;quot;The Wachowski Brothers&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
Lana is not a man, this really should be changed. Also MoviePropMaster2008, she's a woman, try not to be so transphobic. -QueenSasha24&lt;br /&gt;
&lt;br /&gt;
Hey about this, &amp;quot;Lana Wachowski&amp;quot; and &amp;quot;Lilly Wachowski&amp;quot; do no redirect to this page when searched for, while their deadnames do. We should probably fix that, as well as make any mention of their names synonymous with this page, because as it is now, I edited The Matrix page to fix their names, but they're a red link because neither of their names are psuedonyms for links with this page. --[[User:DevaKitty|DevaKitty]] ([[User talk:DevaKitty|talk]]) 14:22, 4 July 2021 (EDT)&lt;br /&gt;
&lt;br /&gt;
Okay I found a workaround to the red link situation, but we should still make this synonymous with their names. --[[User:DevaKitty|DevaKitty]] ([[User talk:DevaKitty|talk]]) 14:27, 4 July 2021 (EDT)&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Matrix&amp;diff=1429474</id>
		<title>The Matrix</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Matrix&amp;diff=1429474"/>
		<updated>2021-07-04T18:26:40Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name = The Matrix&lt;br /&gt;
|picture = MatrixCover.jpg&lt;br /&gt;
|caption = ''Theatrical Release Poster''&lt;br /&gt;
|country = [[Image:USA.jpg|25px]] United States&lt;br /&gt;
|director = [[The Wachowskis | Lilly Wachowski]]&amp;lt;br&amp;gt;[[The Wachowskis | Lana Wachowski]]&lt;br /&gt;
|date= 1999&lt;br /&gt;
|language = &lt;br /&gt;
|studio=&lt;br /&gt;
|distributor=Warner Bros. Pictures&lt;br /&gt;
|character1=Neo&lt;br /&gt;
|actor1=[[Keanu Reeves]]&lt;br /&gt;
|character2=Morpheus&lt;br /&gt;
|actor2=[[Laurence Fishburne]]&lt;br /&gt;
|character3=Trinity&lt;br /&gt;
|actor3=[[Carrie-Anne Moss]]&lt;br /&gt;
|character4=Agent Smith&lt;br /&gt;
|actor4=[[Hugo Weaving]]&lt;br /&gt;
|character5=Switch&lt;br /&gt;
|actor5=[[Belinda McClory]]&lt;br /&gt;
|character6=Apoc&lt;br /&gt;
|actor6=[[Julian Arahanga]]&lt;br /&gt;
|character7=Mouse&lt;br /&gt;
|actor7=[[Matt Doran]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''The Matrix''''' is the 1999 science fiction film starring [[Keanu Reeves]] as a lowly office worker and underground computer hacker known as &amp;quot;Neo&amp;quot;, who discovers that his entire world is not what it seems.   The groundbreaking movie was directed by [[The Wachowskis]], who would continue the story in two sequels released in 2003: ''[[The Matrix Reloaded]]'' and ''[[The Matrix Revolutions]]''.&lt;br /&gt;
&lt;br /&gt;
{{Film Title|The Matrix}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Glock 17==&lt;br /&gt;
In the opening scene, the police officers who conduct the raid on Trinity's ([[Carrie-Anne Moss]]) hideout use [[Glock 17|Glock 17]] pistols as their sidearms. Due to a continuity error, Neo ([[Keanu Reeves]]) also switches from a [[Zastava CZ99]] to a Glock 17 during the &amp;quot;deja vu&amp;quot; scene when Agent Smith ([[Hugo Weaving]]) grabs him through the wall. Later in the film, the soldiers whom Neo and Trinity confront during the lobby and rooftop shootouts at the Agent-controlled building also seem to carry Glock 17s in their hip holsters.&lt;br /&gt;
&lt;br /&gt;
What is notable is that the Glock 17s used in ''[[The Matrix]]'' are 3rd Generation models, which were brand-new at the time the film was shot (1998). To the best of IMFDB's knowledge, ''The Matrix'' is the first film ever to feature the 3rd Generation Glock pistols, beating ''[[End of Days]]'' into theaters by eight months.&lt;br /&gt;
&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|300px|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
[[Image:TheMatrix-G17-1.jpg|thumb|none|600px|An officer holds his Glock 17 in the opening scene of the film. Though the image is dark, it is possible to see the accessory rail on the dust cover, identifying this Glock 17 as a 3rd Generation model.]]&lt;br /&gt;
[[Image:MatrixGlock17-1.jpg|thumb|none|600px|An officer armed with a Glock 17 and flashlight executing a Harries technique (poorly).]]&lt;br /&gt;
[[Image:MatrixGlock17-2.jpg|thumb|none|600px|Officers prepare to breach the room with their Glock 17s at the ready.]]&lt;br /&gt;
[[Image:MatrixGlock17-3.jpg|thumb|none|600px|An officer points his Glock 17 at Trinity.]]&lt;br /&gt;
[[Image:MatrixGlock17-4.jpg|thumb|none|600px|An officer fires his Glock 17 at Trinity as she runs along the wall.]]&lt;br /&gt;
[[Image:MatrixGlock17-5.jpg|thumb|none|600px|Trinity forces one officer to kill his own comrade with his Glock.]]&lt;br /&gt;
[[Image:TheMatrix-G17-3.jpg|thumb|none|600px|During the &amp;quot;deja vu&amp;quot; scene, Neo holds a Glock 17, which replaces the CZ99 he was using previously. It is likely that this is a rubber Glock that was used for stunt work because the armorer was not able to bring a rubber CZ99 to the set for filming.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The Agents, including Agent Smith ([[Hugo Weaving]]), famously carry [[Desert Eagle|IMI Desert Eagle Mark XIX]] pistols, chambered in .50 Action Express, as their sidearms throughout the movie. The Desert Eagle was specifically chosen by the Wachowski brothers as the Agents' sidearm-of-choice, against the advice of armorer John Bowring, who dismissed them as &amp;quot;wanker&amp;quot; pistols.&lt;br /&gt;
 &lt;br /&gt;
[[Image:Desert-Eagle.jpeg|thumb|none|300px|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[Image:MatrixDesertEagle-1.jpg|thumb|none|600px|On a billboard a Desert Eagle is seen, with a vent running through the barrel to allow steam to run out, like the gun is smoking.]]&lt;br /&gt;
[[Image:MatrixDesertEagle-2.jpg|thumb|none|600px|A copy of Agent Smith points his Desert Eagle at Neo during Mouse's training program.]]&lt;br /&gt;
[[Image:MatrixDesertEagle-3.jpg|thumb|none|600px|An Agent fires his Desert Eagle at Neo during the famous dodge scene on the roof.]]&lt;br /&gt;
[[Image:MatrixDesertEagle-4.jpg|thumb|none|600px|Agent Smith fires his Desert Eagle at Morpheus through the wall.]]&lt;br /&gt;
[[Image:MatrixDesertEagle-5.jpg|thumb|none|600px|Soaked by fire sprinklers, Agent Smith disables the Bell 212 helicopter by firing his weapon into the fuel tank at point-blank range.]]&lt;br /&gt;
[[Image:MatrixDesertEagle-6.jpg|thumb|none|600px|Smith holds his empty Desert Eagle on Neo. Note that that when the screenshot is enlarged to full-size, it is possible to read, &amp;quot;Desert Eagle .50 AE, Israeli Military Industries&amp;quot; on the slide, confirming the caliber of the weapon.]]&lt;br /&gt;
[[Image:MatrixDesertEagle-7.jpg|thumb|none|600px|An Agent fires his Desert Eagle at Neo.]]&lt;br /&gt;
[[Image:MatrixDesertEagle-8.jpg|thumb|none|600px|Smith shoots Neo with his Desert Eagle about a dozen times, despite only holding 7 rounds in the magazine and one in the chamber; also, no Agent is ever seen reloading. However, given his status as a computer program in a virtual environment, one wonders why the Matrix hadn't programmed the gun with infinite ammo.]]&lt;br /&gt;
[[Image:MatrixDesertEagle-9.jpg|thumb|none|600px|Here we see the Desert Eagle cycling through crimped blank cartridges.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 84FS Cheetah==&lt;br /&gt;
Trinity ([[Carrie-Anne Moss]]) carries a pair of [[Beretta Cheetah|Beretta 84FS Cheetah]]s as her sidearms in the film. These were selected because Moss has small hands and full sized Beretta 92Fs would be gigantic in her hands.  What is interesting to note is that besides the Micro Uzi used in the beginning of the lobby scene, this is the only gun that Trinity feels she needs to bring into a building guarded by three agents. Meanwhile, Neo packs about a dozen guns and a bomb.&lt;br /&gt;
[[Image:Beretta-Cheetah.jpg|thumb|none|300px|Beretta 84FS Cheetah - .380 ACP]]&lt;br /&gt;
[[Image:MatrixBeretta84F-1.jpg|thumb|none|600px|Trinity draws her Beretta 84FS Cheetahs at the start of the film.]]&lt;br /&gt;
[[Image:MatrixBeretta84F-2.jpg|thumb|none|600px|Trinity holds her Beretta Cheetah on an Agent at point blank so he is unable to dodge the bullet, and says...]]&lt;br /&gt;
[[Image:MatrixBeretta84F-3.jpg|thumb|none|600px|...''&amp;quot;Dodge this.&amp;quot;'']]&lt;br /&gt;
[[Image:MatrixWalkingArsenal-1.jpg|thumb|none|600px|Two Beretta 84FS pistols passed off as Beretta 92FS's are seen tucked in Neo's waist. Note the forward curve on the grips and the frame mounted safeties. The size difference between the 84FS and 92FS is not that visible when tucked into a belt like this.]]&lt;br /&gt;
&lt;br /&gt;
==Zastava CZ99==&lt;br /&gt;
Apoc ([[Julian Arahanga]]) gives Neo ([[Keanu Reeves]]) his [[Zastava CZ99]] pistol as they try to escape an Agent-led SWAT attack after visiting the Oracle. The weapon is a CZ99 and ''not'', as has been written previously, a [[SIG-Sauer P228]]; some of the weapons rental invoice documents published on Propstore.com have confirmed this. The CZ99 is a Yugoslavian-made pistol which is based on the [[SIG-Sauer P220 pistol series|P220 series]], but is actually a very different weapon.&lt;br /&gt;
[[Image:Cz99-1.jpg|thumb|none|300px|Zastava CZ99 - 9x19mm]]&lt;br /&gt;
[[Image:MatrixCZ99-1.jpg|thumb|none|600px|Neo examines the Zastava CZ99 Apoc gives him.]]&lt;br /&gt;
[[Image:MatrixCZ99-2.jpg|thumb|none|600px|Neo fires his Zastava CZ99 at the SWAT team through the wall.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
Neo ([[Keanu Reeves]]) takes at least two pair of [[Beretta 92FS]] pistols with him on his mission to save Morpheus ([[Laurence Fishburne]]). While it may seem ridiculous to carry several copies of the same gun, it would be faster to drop the pistols when empty and pull out &amp;quot;fresh&amp;quot; ones than it would be trying to reload them, particularly when dual-wielding, as Neo does in the film. Also, such practice would have a rich precedent in the flintlock era, when bandits or pirates were known to carry up to six loaded one-shot pistols into battle.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:MatrixBeretta92FS-1.jpg|thumb|none|600px|Neo takes cover during the lobby shootout with a pair of Berettas drawn.]]&lt;br /&gt;
[[Image:MatrixBeretta92FS-2.jpg|thumb|none|600px|Neo unloads his Berettas at the Agent on the roof, but is unable to score a hit.]]&lt;br /&gt;
[[Image:MatrixBeretta92FS-3.jpg|thumb|none|600px|Empty Berettas are seen on the ground next to Neo.]]&lt;br /&gt;
[[Image:MatrixBeretta92FS-4.jpg|thumb|none|600px|Neo holds his empty Beretta on Agent Smith. For some strange reason it locks empty at the same time as Agent Smith's Desert Eagle, despite the Beretta holding over twice the amount of rounds (15 versus 7). Also note that the serial number (073822) is visible on the frame. According to the [http://www.berettasupport.com/applications/tech_data/schematics_results_new.php Beretta customer support web site], this weapon is a Beretta 92FS (as opposed to a 92F) with 3-dot sights that was manufactured in 1998 and sold with two ten-round magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
Switch ([[Belinda McClory]]) is seen carrying a silver chrome [[Browning Hi-Power]] with adjustable sights in 9mm caliber as her weapon of choice. She is first seen using it in the car to hold Neo at gunpoint and keep still while Trinity removes the &amp;quot;bug&amp;quot; the Agents planted in him, then using it to lay down cover fire along with Apoc while the others escape the SWAT team, taking out several SWAT members in the process.&lt;br /&gt;
[[Image:BrowningHiPowerNickel.jpg|thumb|none|400px|FN Browning Hi-Power Nickel plated with &amp;quot;beer can&amp;quot; adjustable sights - 9x19mm]]&lt;br /&gt;
[[Image:MatrixBrowningHP-1.jpg|thumb|none|600px|Switch holds her Browning Hi-Power on Neo when they pick him up off the street.]]&lt;br /&gt;
[[Image:MatrixBrowningHP-2.jpg|thumb|none|600px|''&amp;quot;Our way, or the highway.&amp;quot;'']]&lt;br /&gt;
[[Image:MatrixBrowningHP-3.jpg|thumb|none|600px|A good side shot of Switch's Hi-Power when Neo opens the car door.]]&lt;br /&gt;
[[Image:MatrixBrowningHP-4.jpg|thumb|none|600px|While the muzzle diameter looks large, it is just the large barrel bushing that is seen on Hi-Powers after 1973 and before the Mark III series. The lack of light hides the actual barrel from sight.]]&lt;br /&gt;
[[Image:MatrixBrowningHP-5.jpg|thumb|none|600px|Switch with her Hi-Power while waiting for the phone to ring.]]&lt;br /&gt;
[[Image:MatrixBrowningHP-6.jpg|thumb|none|600px|Switch shocked at Cypher's change of heart.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Smith &amp;amp; Wesson Model 10 Heavy Barrel==&lt;br /&gt;
A lobby guard tries to pull a 3&amp;quot; heavy barreled [[Smith &amp;amp; Wesson Model 10]] before Trinity shoots him.&lt;br /&gt;
[[Image:SW103inch.jpg|thumb|300px|none|Smith &amp;amp; Wesson Model 10 Heavy Barrel .38 Special]]&lt;br /&gt;
[[Image:MatrixS&amp;amp;W10HB-3.jpg|thumb|none|602px|The lobby guard trying to get his revolver before Neo shoots him.]]&lt;br /&gt;
[[Image:MatrixS&amp;amp;W10HB-1.jpg|thumb|none|600px|The lobby guard calls for backup with his Smith &amp;amp; Wesson Model 10 Heavy Barrel drawn after Neo and Trinity shoot down most of the other guards.]]&lt;br /&gt;
[[Image:MatrixS&amp;amp;W10HB-2.jpg|thumb|none|600px|The guard turns to shoot Trinity but is mowed down.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Micro Uzi==&lt;br /&gt;
During the lobby scene, Neo and Trinity both use [[Micro Uzi]]s with bent trigger guards, Trinity using one to kill one of the first guards and Neo using two to keep the soldiers behind cover.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|400px|Micro Uzi with bent trigger guard and folding stock - 9x19mm]]&lt;br /&gt;
[[Image:MatrixMicroUzi-2.jpg|thumb|none|600px|Trinity empties a magazine from her Micro Uzi into the last lobby guard. In reality, firing a Micro Uzi with one hand would make it very hard to control.]]&lt;br /&gt;
[[Image:MatrixMicroUzi-3.jpg|thumb|none|600px|Neo taking cover with his Micro Uzis drawn.]]&lt;br /&gt;
[[Image:MatrixMicroUzi-4.jpg|thumb|none|600px|Neo breaks cover and fires his Micro Uzis at the soldiers. Note the bent trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
Apoc ([[Julian Arahanga]]) carries a [[Cobray M11/9]] converted to full-auto with a thread protector, and is seen using it to lay down cover fire while he and the others are fleeing in the SWAT team attack. It can be identified as a Cobray M11/9 and not an original Ingram MAC-10 because of the elongated rear receiver.&lt;br /&gt;
[[Image:M11 2.jpg|thumb|none|400px|Cobray M11/9 - 9x19mm]]&lt;br /&gt;
[[Image:MatrixCobrayM119-1.jpg|thumb|none|600px|Apoc in the walls with his Cobray M11/9.]]&lt;br /&gt;
[[Image:MatrixCobrayM119-3.jpg|thumb|none|600px|Apoc readies his Cobray M11/9.]]&lt;br /&gt;
[[Image:MatrixCobrayM119-4.jpg|thumb|none|600px|Apoc fires his Cobray M11/9.]]&lt;br /&gt;
[[Image:MatrixCobrayM119-5.jpg|thumb|none|600px|A good shot of the elongated receiver.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
In the lobby scene, Neo uses a pair of [[Heckler &amp;amp; Koch MP5K]]s to eliminate the first set of guards.&lt;br /&gt;
[[Image:MP5K-SEF.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K - 9x19mm]]&lt;br /&gt;
[[Image:MatrixMP5K-1.jpg|thumb|none|600px|Neo picks up a Heckler &amp;amp; Koch MP5K in the virtual armory.]]&lt;br /&gt;
[[Image:MatrixMP5K-2.jpg|thumb|none|600px|Neo does an &amp;quot;HK-slap&amp;quot;.]]&lt;br /&gt;
[[Image:MatrixWalkingArsenal-1.jpg|thumb|none|600px|Asked to remove any metallic objects he's carrying after setting off the alarm, Neo shows a lobby guard his walking arsenal, where his two MP5Ks are hanging at his hips.]]&lt;br /&gt;
[[Image:MatrixMP5K-3.jpg|thumb|none|600px|Neo wipes out the first set of lobby guards with a pair of MP5Ks.]]&lt;br /&gt;
[[Image:MatrixMP5K-4.jpg|thumb|none|600px|Neo firing his MP5Ks.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion (.22 LR)==&lt;br /&gt;
Neo fires a pair of [[Sa vz. 61 Skorpion]] sub-machine guns fitted with muzzle shrouds during the lobby shootout. Due to the shape of the magazines, this should be the .22 LR version (possibly, converted to full-auto). The cartridge cases falling from the guns are inaccurately shown as 5.56x45mm shells, which are far larger than .22 LR or .32 ACP rounds.&lt;br /&gt;
[[File:Vz61P22.jpg|thumb|none|400px|Sa vz. 61 Pistol - .22 LR]]&lt;br /&gt;
[[Image:MatrixWalkingArsenal-1.jpg|thumb|none|600px|Neo shows the lobby guard his walking arsenal, with his Skorpion SA Vz 61s hanging on his legs.]]&lt;br /&gt;
[[Image:MatrixSkorpionSA-1.jpg|thumb|none|600px|Neo takes cover while armed with his Skorpions.]]&lt;br /&gt;
[[Image:MatrixSkorpionSA-2.jpg|thumb|none|600px|Neo with his Skorpions.]]&lt;br /&gt;
[[Image:MatrixSkorpionSA-3.jpg|thumb|none|600px|Neo fires his Skorpions. These guns are great for firing in slow motion because the blowback action looks very cool in slo-mo.]]&lt;br /&gt;
[[Image:MatrixSkorpionSA-4.jpg|thumb|none|600px|The empty cases falling from the guns are inaccurately shown as 5.56x45mm shells, which are far larger than pistol rounds. Also, the rounds fall too far directly under the guns, while a Skorpion's ejection port sends the spent shells up and to the right. Since the cases look like real shells and not blanks, it can be assumed they just dropped handfuls of shells to get the effect.]]&lt;br /&gt;
[[Image:MatrixSkorpionSA-5.jpg|thumb|none|600px|Neo firing his Skorpions.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==M16 (SP1)==&lt;br /&gt;
In the lobby shootout scene where Neo and Trinity encounter the security guard's &amp;quot;back-up&amp;quot; in the form of a unit of Army soldiers, the majority of the soldiers Neo and Trinity face up against are armed with [[M16 rifle series#M16 Rifle|M16 (SP1)]] rifles with slab-side receivers. The M16s used in this scene are a mixture of rifles with 3-prong flash hiders and rifles with [[M16A1]]-style &amp;quot;birdcage&amp;quot; flash hiders. Neo uses two of these M16s during this scene, one while cartwheeling across the lobby, another while on the roof.&lt;br /&gt;
[[Image:M16-SP1.jpg|thumb|none|500px|M16 with 20-round magazine and original 3-prong flash hider - 5.56x45mm]]&lt;br /&gt;
[[Image:M16SP1Birdcage.jpg|thumb|none|500px|M16 (SP1) with 20 round magazine and A1 Flash Hider - 5.56x45mm]]&lt;br /&gt;
[[Image:MatrixM16-1.jpg|thumb|none|600px|A soldier fires his M16 at Trinity in the lobby.]]&lt;br /&gt;
[[Image:Matrixm16-2.jpg|thumb|none|600px|Another soldier firing his M16 at Neo.]]&lt;br /&gt;
[[Image:Matrixm16-3.jpg|thumb|none|600px|A soldier with an M16, here the 3-prong muzzle brake is visible.]]&lt;br /&gt;
[[Image:MatrixM16-4.jpg|thumb|none|600px|Neo grabs an M16 while doing a cartwheel.]]&lt;br /&gt;
[[Image:MatrixM16-5.jpg|thumb|none|600px|Neo fires the M16 while cartwheeling.]]&lt;br /&gt;
[[Image:MatrixM16-6.jpg|thumb|none|600px|A soldier opens fire with an M16 with an A1 birdcage muzzle brake.]]&lt;br /&gt;
[[Image:MatrixM16-7.jpg|thumb|none|600px|Neo disarms a soldier on the roof of his M16, which is clearly a rubber prop.]]&lt;br /&gt;
[[Image:MatrixM16-8.jpg|thumb|none|600px|Neo fires an M16 on the roof, this one fitted with the 3-prong flash hider. The soldier behind Neo is also armed with an M16 but fails to use the rifle on Neo due to Trinity throwing an M9 bayonet right between the soldier's eyes.]]&lt;br /&gt;
&lt;br /&gt;
==Leader Dynamics T2 MK5==&lt;br /&gt;
During the &amp;quot;deja vu&amp;quot; shootout, the SWAT officers are armed with Australian-made [[T2 MK5 assault rifle|Leader Dynamics T2 MK5]] short-barreled assault rifles. Although the weapons are rarely shown clearly on screen, the identity of the weapons has been confirmed by the rental invoices from [http://www.propstore.com Propstore], which [http://www.propstore.com/product/matrix-the/aaa-leader-t2-mk5-police-tactical-carbine-prop/ also has one of the rubber T2 MK5 carbines on sale]. The versions used in ''The Matrix'' are the &amp;quot;Commando&amp;quot; version which have 11.5-inch barrels; the weapons are also fitted with a custom-made forearm designed to hold both a tactical flashlight and laser sight. The use of an Australian weapon in this case makes sense, as most of the movie was filmed in Sydney, Australia.&lt;br /&gt;
&lt;br /&gt;
[[Image:LeaderT2Mk5Carbine.jpg|thumb|none|450px|Leader Dynamics T2 MK5 Assault Rifles - Select Fire Police Version with Short barrel -  5.56x45mm]]&lt;br /&gt;
[[Image:TheMatrix-LeaderT2-1.jpg|thumb|none|600px|A SWAT officer is seen left holding a Leader Dynamics T2 MK5. Note that this rifle, like the other T2 MK5s in the scene, is fitted with a 20-round magazine.]]&lt;br /&gt;
[[Image:TheMatrix-LeaderT2-2.jpg|thumb|none|600px|Two SWAT officer enter a room with their T2 MK5s at the ready.]]&lt;br /&gt;
[[Image:TheMatrix-LeaderT2-3.jpg|thumb|none|600px|A SWAT officer investigates a bathroom with his T2 MK5 at the ready.]]&lt;br /&gt;
[[Image:TheMatrix-LeaderT2-5.jpg|thumb|none|600px|A close-up of the muzzle of the T2 MK5, showing the distinctive front sight of the Leader Dynamics-series rifles. Notice that this particular carbine has both a standard tactical light fitted into the forearm on the right side of the weapon, and an additional, much brighter torch that is fitted to the left side and secured with electrical tape wrapped around the barrel and forearm. Why this guy needs two flashlights on his rifle is a mystery.]]&lt;br /&gt;
[[Image:MatrixAAA-3.jpg|thumb|none|600px|SWAT officers prepare to fire their T2 MK5s at the protagonists.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Mouse's Automatic Shotguns==&lt;br /&gt;
The unusual pair of large guns that Mouse ([[Matt Doran]]) uses are custom-built cam-operated electric driven [[(The Matrix) - Mouse's Shotguns|automatic 12 gauge shotguns]] with 25-shell cylinders and a fire rate of 900 rounds per minute. They were crafted by John Bowring, lead armorer of the film. As an inside joke, Bowring named the guns &amp;quot;Andy&amp;quot; (serial no. A1169 - [http://en.wikipedia.org/wiki/Leet Leetspeak] for Andy) and &amp;quot;Larry&amp;quot; (serial no. L2779 - [http://en.wikipedia.org/wiki/Leet Leetspeak] for Larry) after the Wachowskis' original names (now Lily and Lana, respectively), the writers and directors of the film. It can be assumed inside the Matrix, Mouse designed these shotguns for himself like he designed the woman in the red dress.&lt;br /&gt;
[[Image:MatrixAutoShotguns-1.jpg|thumb|none|600px|Mouse retrieves his Auto Shotguns from the case, which also contains belts of .50 BMG ammunition, for unknown reasons.]]&lt;br /&gt;
[[Image:MatrixAutoShotguns-2.jpg|thumb|none|600px|Mouse readies his shotguns.]]&lt;br /&gt;
[[Image:MatrixAutoShotguns-3.jpg|thumb|none|600px|Mouse unleashes the shotguns on the SWAT, but never scores a single hit.]]&lt;br /&gt;
[[Image:MatrixAutoShotguns-4.jpg|thumb|none|600px|Mouse gets barraged by the SWAT team.]]&lt;br /&gt;
[[Image:MatrixAutoShotguns-5.jpg|thumb|none|600px|Mouse fires his shotguns as he falls back.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
In the lobby shootout scene, a number of soldiers are armed with [[Franchi SPAS-12]] shotguns, one of which is commandeered by Trinity and used against its original owner. The versions used by the soldiers have a solid fixed stock/pistol grip combination. One of them is seen firing the SPAS-12 in semi-auto mode -- a rare sight in movies. However, quick bursts of M16 fire are mistakenly dubbed over instead of the appropriate shotgun report.&lt;br /&gt;
[[Image:Spas12 fixed.jpg|thumb|none|500px|Franchi SPAS-12 with fixed stock - 12 Gauge]]&lt;br /&gt;
[[Image:MatrixSPAS12-1.jpg|thumb|none|600px|''&amp;quot;Freeze!&amp;quot;'']]&lt;br /&gt;
[[Image:MatrixSPAS12-2.jpg|thumb|none|600px|A soldier in the lobby with his Franchi SPAS-12 at the ready.]]&lt;br /&gt;
[[Image:MatrixSPAS12-3.jpg|thumb|none|600px|A soldier fires his SPAS-12 at a very calm rate, which seems out of place in a rough action film.]]&lt;br /&gt;
[[Image:MatrixSPAS12-4.jpg|thumb|none|600px|Trinity kicks his SPAS-12, rolls it over his shoulder, and fires it into his back.]]&lt;br /&gt;
[[Image:MatrixSPAS12-5.jpg|thumb|none|600px|FPS view of Trinity shooting soldiers with the SPAS-12. Upon closer observation of the scene, Trinity actually racks the pump twice after shooting the shotgun's previous owner, therefore wasting a shot for no real reason.]]&lt;br /&gt;
[[Image:MatrixSPAS12-6.jpg|thumb|none|600px|Trinity firing the SPAS-12.]]&lt;br /&gt;
[[Image:MatrixSPAS12-7.jpg|thumb|none|600px|Trinity drops the SPAS-12 after the lobby shootout.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
Neo ([[Keanu Reeves]]) opens up with a [[GE M134 Minigun]] mounted on a Bell 212 helicopter while rescuing Morpheus. According to armorer John Bowring, they were firing the gun at 3,000 rounds per minute (half the maximum rate of fire for the M134). &lt;br /&gt;
[[Image:M134.JPG|thumb|none|450px|GE M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MatrixGEM134-1.jpg|thumb|none|600px|Neo prepares to unleash the GE M134 Minigun on the Agents in the room.]]&lt;br /&gt;
[[Image:MatrixGEM134-2.jpg|thumb|none|600px|Neo firing the Minigun at the Agents. Bowring also commented how they had to properly distance the gun from the glass window so the force of the blanks wouldn't send the glass flying back at the actors. The way Neo fans the weapon as he fires it, it's a miracle he doesn't hit Morpheus who is sitting in the center of the room.]]&lt;br /&gt;
[[Image:Matrix046.jpg|thumb|none|600px|Even in slow motion the gun is firing very fast.]]&lt;br /&gt;
[[Image:MatrixGEM134-4.jpg|thumb|none|600px|Note how the shells falling from the gun are bottleneck blanks.]]&lt;br /&gt;
[[Image:MatrixGEM134-5.jpg|thumb|none|600px|The barrels finally stop revolving after Neo kills all the Agents in the room.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==M7 CS Gas Grenade==&lt;br /&gt;
During the &amp;quot;deja vu&amp;quot; scene, a SWAT member throws an [[M7 CS gas grenade]] at the protagonists.&lt;br /&gt;
[[Image:M7A3.jpg|thumb|none|150px|M7 CS gas grenade]]&lt;br /&gt;
[[Image:MatrixSmokeGrenade-1.jpg|thumb|none|600px|The M7 gas grenade lands.]]&lt;br /&gt;
&lt;br /&gt;
==The Virtual Armory==&lt;br /&gt;
The following guns are seen in the virtual armory when Neo and Trinity arm up before going into the Matrix:&lt;br /&gt;
[[Image:MatrixArmory-1.jpg|thumb|none|600px|Behind Neo: On the top shelf are two [[Sterling SMG|Sterling L2A3]] submachine guns, three [[Cobray M11/9]]s, a few [[Beretta 92FS]] pistols, two [[Heckler &amp;amp; Koch USP]] pistols, two [[Glock pistol series|Glock]]s, three [[Micro Uzi]]s, seven more Berettas, two [[Zastava CZ99]] pistols, and some [[Glock pistol series|Glock]]s trailing off-screen. On the second shelf are nine [[Skorpion SA|Skorpion SA Vz 61]] submachine guns, what appears to be two [[Madsen M50]] submachine guns, several [[AKM]]s behind them and six [[M60 machine gun]]s. On the final shelf are two possible [[Steyr MPi 69/81|Steyr MPi 69]]s or MPi-81s, a possible [[Sterling SMG]], and five [[SA Vz.58 assault rifle]]s.]]&lt;br /&gt;
[[Image:MatrixArmory-2.jpg|thumb|none|600px|Behind Trinity: On the top shelf are six [[Heckler &amp;amp; Koch MP5K]]s, six [[Glock pistol series|Glock]] pistols, and six [[Beretta 92FS]] pistols. On the second shelf are four [[M16]] rifles (one with a 30 round magazine), three Australian Owen Submachine guns with Late War Camo paint pattern, two [[M1928/M1928A1 Thompson|M1928A1 Thompsons]], an [[M1928 Thompson]] with a 30 round magazine, an [[M1A1 Thompson]], another M1928A1 Thompson, and an [[M1 Garand]].]]&lt;br /&gt;
&lt;br /&gt;
{{Matrix}}&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Action Movie]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:The Matrix]]&lt;br /&gt;
[[Category:Martial Arts]]&lt;br /&gt;
[[Category:National Film Registry]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:The_Wachowskis&amp;diff=1429473</id>
		<title>Talk:The Wachowskis</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:The_Wachowskis&amp;diff=1429473"/>
		<updated>2021-07-04T18:22:28Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* Why is this still &amp;quot;The Wachowski Brothers&amp;quot;? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You guys know that there is no such thing as the &amp;quot;Wachowski Brothers&amp;quot; anymore since Larry became Lana, right? I think this page should be changed from &amp;quot;Wachowski Brothers&amp;quot; to &amp;quot;Lana and Andy Wachowski&amp;quot;, as on IMDb. [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 09:26, 26 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:I think &amp;quot;The Wachowskis&amp;quot; as on Wikipedia is less awkward. [[User:Evil Tim|Evil Tim]] 09:29, 26 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
:Ewwwww.  Notice that in Lana's bio, IMDB rather coyly NEVER MENTIONS that he/she/it had a sex change operation.  The entire Bio is a mess of gender identifiers with no reference as to how a &amp;quot;she&amp;quot; can be the brother of someone.&amp;quot;''Estranged wife Thea Bloom was her (Wachowski's) college sweetheart. She (Wachowski) left Bloom in 2002 for Karin Winslow, a professional dominatrix, who left her husband to take Wachowski on as her &amp;quot;slave.&amp;quot;.''&amp;quot;  Uh. Right.  This guy/gal/whatever is a real winner ....... ;)  [[User:MoviePropMaster2008|MoviePropMaster2008]] 11:09, 26 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
Wait, what? [[User:BeardedHoplite|BeardedHoplite]] 12:01, 26 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Why is this still &amp;quot;The Wachowski Brothers&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
Lana is not a man, this really should be changed. Also MoviePropMaster2008, she's a woman, try not to be so transphobic. -QueenSasha24&lt;br /&gt;
&lt;br /&gt;
Hey about this, &amp;quot;Lana Wachowski&amp;quot; and &amp;quot;Lilly Wachowski&amp;quot; do no redirect to this page when searched for, while their deadnames do. We should probably fix that, as well as make any mention of their names synonymous with this page, because as it is now, I edited The Matrix page to fix their names, but they're a red link because neither of their names are psuedonyms for links with this page. --[[User:DevaKitty|DevaKitty]] ([[User talk:DevaKitty|talk]]) 14:22, 4 July 2021 (EDT)&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=The_Matrix&amp;diff=1429455</id>
		<title>The Matrix</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=The_Matrix&amp;diff=1429455"/>
		<updated>2021-07-04T17:37:57Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie|{{PAGENAME}}&lt;br /&gt;
|name = The Matrix&lt;br /&gt;
|picture = MatrixCover.jpg&lt;br /&gt;
|caption = ''Theatrical Release Poster''&lt;br /&gt;
|country = [[Image:USA.jpg|25px]] United States&lt;br /&gt;
|director = [[Lilly Wachowski]]&amp;lt;br&amp;gt;[[Lana Wachowski]]&lt;br /&gt;
|date= 1999&lt;br /&gt;
|language = &lt;br /&gt;
|studio=&lt;br /&gt;
|distributor=Warner Bros. Pictures&lt;br /&gt;
|character1=Neo&lt;br /&gt;
|actor1=[[Keanu Reeves]]&lt;br /&gt;
|character2=Morpheus&lt;br /&gt;
|actor2=[[Laurence Fishburne]]&lt;br /&gt;
|character3=Trinity&lt;br /&gt;
|actor3=[[Carrie-Anne Moss]]&lt;br /&gt;
|character4=Agent Smith&lt;br /&gt;
|actor4=[[Hugo Weaving]]&lt;br /&gt;
|character5=Switch&lt;br /&gt;
|actor5=[[Belinda McClory]]&lt;br /&gt;
|character6=Apoc&lt;br /&gt;
|actor6=[[Julian Arahanga]]&lt;br /&gt;
|character7=Mouse&lt;br /&gt;
|actor7=[[Matt Doran]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''The Matrix''''' is the 1999 science fiction film starring [[Keanu Reeves]] as a lowly office worker and underground computer hacker known as &amp;quot;Neo&amp;quot;, who discovers that his entire world is not what it seems.   The groundbreaking movie was directed by [[The Wachowskis]], who would continue the story in two sequels released in 2003: ''[[The Matrix Reloaded]]'' and ''[[The Matrix Revolutions]]''.&lt;br /&gt;
&lt;br /&gt;
{{Film Title|The Matrix}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Glock 17==&lt;br /&gt;
In the opening scene, the police officers who conduct the raid on Trinity's ([[Carrie-Anne Moss]]) hideout use [[Glock 17|Glock 17]] pistols as their sidearms. Due to a continuity error, Neo ([[Keanu Reeves]]) also switches from a [[Zastava CZ99]] to a Glock 17 during the &amp;quot;deja vu&amp;quot; scene when Agent Smith ([[Hugo Weaving]]) grabs him through the wall. Later in the film, the soldiers whom Neo and Trinity confront during the lobby and rooftop shootouts at the Agent-controlled building also seem to carry Glock 17s in their hip holsters.&lt;br /&gt;
&lt;br /&gt;
What is notable is that the Glock 17s used in ''[[The Matrix]]'' are 3rd Generation models, which were brand-new at the time the film was shot (1998). To the best of IMFDB's knowledge, ''The Matrix'' is the first film ever to feature the 3rd Generation Glock pistols, beating ''[[End of Days]]'' into theaters by eight months.&lt;br /&gt;
&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|300px|Glock 17 3rd Generation - 9x19mm]]&lt;br /&gt;
[[Image:TheMatrix-G17-1.jpg|thumb|none|600px|An officer holds his Glock 17 in the opening scene of the film. Though the image is dark, it is possible to see the accessory rail on the dust cover, identifying this Glock 17 as a 3rd Generation model.]]&lt;br /&gt;
[[Image:MatrixGlock17-1.jpg|thumb|none|600px|An officer armed with a Glock 17 and flashlight executing a Harries technique (poorly).]]&lt;br /&gt;
[[Image:MatrixGlock17-2.jpg|thumb|none|600px|Officers prepare to breach the room with their Glock 17s at the ready.]]&lt;br /&gt;
[[Image:MatrixGlock17-3.jpg|thumb|none|600px|An officer points his Glock 17 at Trinity.]]&lt;br /&gt;
[[Image:MatrixGlock17-4.jpg|thumb|none|600px|An officer fires his Glock 17 at Trinity as she runs along the wall.]]&lt;br /&gt;
[[Image:MatrixGlock17-5.jpg|thumb|none|600px|Trinity forces one officer to kill his own comrade with his Glock.]]&lt;br /&gt;
[[Image:TheMatrix-G17-3.jpg|thumb|none|600px|During the &amp;quot;deja vu&amp;quot; scene, Neo holds a Glock 17, which replaces the CZ99 he was using previously. It is likely that this is a rubber Glock that was used for stunt work because the armorer was not able to bring a rubber CZ99 to the set for filming.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Desert Eagle Mark XIX==&lt;br /&gt;
The Agents, including Agent Smith ([[Hugo Weaving]]), famously carry [[Desert Eagle|IMI Desert Eagle Mark XIX]] pistols, chambered in .50 Action Express, as their sidearms throughout the movie. The Desert Eagle was specifically chosen by the Wachowski brothers as the Agents' sidearm-of-choice, against the advice of armorer John Bowring, who dismissed them as &amp;quot;wanker&amp;quot; pistols.&lt;br /&gt;
 &lt;br /&gt;
[[Image:Desert-Eagle.jpeg|thumb|none|300px|IMI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[Image:MatrixDesertEagle-1.jpg|thumb|none|600px|On a billboard a Desert Eagle is seen, with a vent running through the barrel to allow steam to run out, like the gun is smoking.]]&lt;br /&gt;
[[Image:MatrixDesertEagle-2.jpg|thumb|none|600px|A copy of Agent Smith points his Desert Eagle at Neo during Mouse's training program.]]&lt;br /&gt;
[[Image:MatrixDesertEagle-3.jpg|thumb|none|600px|An Agent fires his Desert Eagle at Neo during the famous dodge scene on the roof.]]&lt;br /&gt;
[[Image:MatrixDesertEagle-4.jpg|thumb|none|600px|Agent Smith fires his Desert Eagle at Morpheus through the wall.]]&lt;br /&gt;
[[Image:MatrixDesertEagle-5.jpg|thumb|none|600px|Soaked by fire sprinklers, Agent Smith disables the Bell 212 helicopter by firing his weapon into the fuel tank at point-blank range.]]&lt;br /&gt;
[[Image:MatrixDesertEagle-6.jpg|thumb|none|600px|Smith holds his empty Desert Eagle on Neo. Note that that when the screenshot is enlarged to full-size, it is possible to read, &amp;quot;Desert Eagle .50 AE, Israeli Military Industries&amp;quot; on the slide, confirming the caliber of the weapon.]]&lt;br /&gt;
[[Image:MatrixDesertEagle-7.jpg|thumb|none|600px|An Agent fires his Desert Eagle at Neo.]]&lt;br /&gt;
[[Image:MatrixDesertEagle-8.jpg|thumb|none|600px|Smith shoots Neo with his Desert Eagle about a dozen times, despite only holding 7 rounds in the magazine and one in the chamber; also, no Agent is ever seen reloading. However, given his status as a computer program in a virtual environment, one wonders why the Matrix hadn't programmed the gun with infinite ammo.]]&lt;br /&gt;
[[Image:MatrixDesertEagle-9.jpg|thumb|none|600px|Here we see the Desert Eagle cycling through crimped blank cartridges.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 84FS Cheetah==&lt;br /&gt;
Trinity ([[Carrie-Anne Moss]]) carries a pair of [[Beretta Cheetah|Beretta 84FS Cheetah]]s as her sidearms in the film. These were selected because Moss has small hands and full sized Beretta 92Fs would be gigantic in her hands.  What is interesting to note is that besides the Micro Uzi used in the beginning of the lobby scene, this is the only gun that Trinity feels she needs to bring into a building guarded by three agents. Meanwhile, Neo packs about a dozen guns and a bomb.&lt;br /&gt;
[[Image:Beretta-Cheetah.jpg|thumb|none|300px|Beretta 84FS Cheetah - .380 ACP]]&lt;br /&gt;
[[Image:MatrixBeretta84F-1.jpg|thumb|none|600px|Trinity draws her Beretta 84FS Cheetahs at the start of the film.]]&lt;br /&gt;
[[Image:MatrixBeretta84F-2.jpg|thumb|none|600px|Trinity holds her Beretta Cheetah on an Agent at point blank so he is unable to dodge the bullet, and says...]]&lt;br /&gt;
[[Image:MatrixBeretta84F-3.jpg|thumb|none|600px|...''&amp;quot;Dodge this.&amp;quot;'']]&lt;br /&gt;
[[Image:MatrixWalkingArsenal-1.jpg|thumb|none|600px|Two Beretta 84FS pistols passed off as Beretta 92FS's are seen tucked in Neo's waist. Note the forward curve on the grips and the frame mounted safeties. The size difference between the 84FS and 92FS is not that visible when tucked into a belt like this.]]&lt;br /&gt;
&lt;br /&gt;
==Zastava CZ99==&lt;br /&gt;
Apoc ([[Julian Arahanga]]) gives Neo ([[Keanu Reeves]]) his [[Zastava CZ99]] pistol as they try to escape an Agent-led SWAT attack after visiting the Oracle. The weapon is a CZ99 and ''not'', as has been written previously, a [[SIG-Sauer P228]]; some of the weapons rental invoice documents published on Propstore.com have confirmed this. The CZ99 is a Yugoslavian-made pistol which is based on the [[SIG-Sauer P220 pistol series|P220 series]], but is actually a very different weapon.&lt;br /&gt;
[[Image:Cz99-1.jpg|thumb|none|300px|Zastava CZ99 - 9x19mm]]&lt;br /&gt;
[[Image:MatrixCZ99-1.jpg|thumb|none|600px|Neo examines the Zastava CZ99 Apoc gives him.]]&lt;br /&gt;
[[Image:MatrixCZ99-2.jpg|thumb|none|600px|Neo fires his Zastava CZ99 at the SWAT team through the wall.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92FS==&lt;br /&gt;
Neo ([[Keanu Reeves]]) takes at least two pair of [[Beretta 92FS]] pistols with him on his mission to save Morpheus ([[Laurence Fishburne]]). While it may seem ridiculous to carry several copies of the same gun, it would be faster to drop the pistols when empty and pull out &amp;quot;fresh&amp;quot; ones than it would be trying to reload them, particularly when dual-wielding, as Neo does in the film. Also, such practice would have a rich precedent in the flintlock era, when bandits or pirates were known to carry up to six loaded one-shot pistols into battle.&lt;br /&gt;
[[Image:BerettaM92FS.jpg|thumb|none|300px|Beretta 92FS - 9x19mm]]&lt;br /&gt;
[[Image:MatrixBeretta92FS-1.jpg|thumb|none|600px|Neo takes cover during the lobby shootout with a pair of Berettas drawn.]]&lt;br /&gt;
[[Image:MatrixBeretta92FS-2.jpg|thumb|none|600px|Neo unloads his Berettas at the Agent on the roof, but is unable to score a hit.]]&lt;br /&gt;
[[Image:MatrixBeretta92FS-3.jpg|thumb|none|600px|Empty Berettas are seen on the ground next to Neo.]]&lt;br /&gt;
[[Image:MatrixBeretta92FS-4.jpg|thumb|none|600px|Neo holds his empty Beretta on Agent Smith. For some strange reason it locks empty at the same time as Agent Smith's Desert Eagle, despite the Beretta holding over twice the amount of rounds (15 versus 7). Also note that the serial number (073822) is visible on the frame. According to the [http://www.berettasupport.com/applications/tech_data/schematics_results_new.php Beretta customer support web site], this weapon is a Beretta 92FS (as opposed to a 92F) with 3-dot sights that was manufactured in 1998 and sold with two ten-round magazines.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
Switch ([[Belinda McClory]]) is seen carrying a silver chrome [[Browning Hi-Power]] with adjustable sights in 9mm caliber as her weapon of choice. She is first seen using it in the car to hold Neo at gunpoint and keep still while Trinity removes the &amp;quot;bug&amp;quot; the Agents planted in him, then using it to lay down cover fire along with Apoc while the others escape the SWAT team, taking out several SWAT members in the process.&lt;br /&gt;
[[Image:BrowningHiPowerNickel.jpg|thumb|none|400px|FN Browning Hi-Power Nickel plated with &amp;quot;beer can&amp;quot; adjustable sights - 9x19mm]]&lt;br /&gt;
[[Image:MatrixBrowningHP-1.jpg|thumb|none|600px|Switch holds her Browning Hi-Power on Neo when they pick him up off the street.]]&lt;br /&gt;
[[Image:MatrixBrowningHP-2.jpg|thumb|none|600px|''&amp;quot;Our way, or the highway.&amp;quot;'']]&lt;br /&gt;
[[Image:MatrixBrowningHP-3.jpg|thumb|none|600px|A good side shot of Switch's Hi-Power when Neo opens the car door.]]&lt;br /&gt;
[[Image:MatrixBrowningHP-4.jpg|thumb|none|600px|While the muzzle diameter looks large, it is just the large barrel bushing that is seen on Hi-Powers after 1973 and before the Mark III series. The lack of light hides the actual barrel from sight.]]&lt;br /&gt;
[[Image:MatrixBrowningHP-5.jpg|thumb|none|600px|Switch with her Hi-Power while waiting for the phone to ring.]]&lt;br /&gt;
[[Image:MatrixBrowningHP-6.jpg|thumb|none|600px|Switch shocked at Cypher's change of heart.]]&lt;br /&gt;
&lt;br /&gt;
=Revolvers=&lt;br /&gt;
==Smith &amp;amp; Wesson Model 10 Heavy Barrel==&lt;br /&gt;
A lobby guard tries to pull a 3&amp;quot; heavy barreled [[Smith &amp;amp; Wesson Model 10]] before Trinity shoots him.&lt;br /&gt;
[[Image:SW103inch.jpg|thumb|300px|none|Smith &amp;amp; Wesson Model 10 Heavy Barrel .38 Special]]&lt;br /&gt;
[[Image:MatrixS&amp;amp;W10HB-3.jpg|thumb|none|602px|The lobby guard trying to get his revolver before Neo shoots him.]]&lt;br /&gt;
[[Image:MatrixS&amp;amp;W10HB-1.jpg|thumb|none|600px|The lobby guard calls for backup with his Smith &amp;amp; Wesson Model 10 Heavy Barrel drawn after Neo and Trinity shoot down most of the other guards.]]&lt;br /&gt;
[[Image:MatrixS&amp;amp;W10HB-2.jpg|thumb|none|600px|The guard turns to shoot Trinity but is mowed down.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Micro Uzi==&lt;br /&gt;
During the lobby scene, Neo and Trinity both use [[Micro Uzi]]s with bent trigger guards, Trinity using one to kill one of the first guards and Neo using two to keep the soldiers behind cover.&lt;br /&gt;
[[Image:MicroUzi-2.jpg‎|thumb|none|400px|Micro Uzi with bent trigger guard and folding stock - 9x19mm]]&lt;br /&gt;
[[Image:MatrixMicroUzi-2.jpg|thumb|none|600px|Trinity empties a magazine from her Micro Uzi into the last lobby guard. In reality, firing a Micro Uzi with one hand would make it very hard to control.]]&lt;br /&gt;
[[Image:MatrixMicroUzi-3.jpg|thumb|none|600px|Neo taking cover with his Micro Uzis drawn.]]&lt;br /&gt;
[[Image:MatrixMicroUzi-4.jpg|thumb|none|600px|Neo breaks cover and fires his Micro Uzis at the soldiers. Note the bent trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
==Cobray M11/9==&lt;br /&gt;
Apoc ([[Julian Arahanga]]) carries a [[Cobray M11/9]] converted to full-auto with a thread protector, and is seen using it to lay down cover fire while he and the others are fleeing in the SWAT team attack. It can be identified as a Cobray M11/9 and not an original Ingram MAC-10 because of the elongated rear receiver.&lt;br /&gt;
[[Image:M11 2.jpg|thumb|none|400px|Cobray M11/9 - 9x19mm]]&lt;br /&gt;
[[Image:MatrixCobrayM119-1.jpg|thumb|none|600px|Apoc in the walls with his Cobray M11/9.]]&lt;br /&gt;
[[Image:MatrixCobrayM119-3.jpg|thumb|none|600px|Apoc readies his Cobray M11/9.]]&lt;br /&gt;
[[Image:MatrixCobrayM119-4.jpg|thumb|none|600px|Apoc fires his Cobray M11/9.]]&lt;br /&gt;
[[Image:MatrixCobrayM119-5.jpg|thumb|none|600px|A good shot of the elongated receiver.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K==&lt;br /&gt;
In the lobby scene, Neo uses a pair of [[Heckler &amp;amp; Koch MP5K]]s to eliminate the first set of guards.&lt;br /&gt;
[[Image:MP5K-SEF.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5K - 9x19mm]]&lt;br /&gt;
[[Image:MatrixMP5K-1.jpg|thumb|none|600px|Neo picks up a Heckler &amp;amp; Koch MP5K in the virtual armory.]]&lt;br /&gt;
[[Image:MatrixMP5K-2.jpg|thumb|none|600px|Neo does an &amp;quot;HK-slap&amp;quot;.]]&lt;br /&gt;
[[Image:MatrixWalkingArsenal-1.jpg|thumb|none|600px|Asked to remove any metallic objects he's carrying after setting off the alarm, Neo shows a lobby guard his walking arsenal, where his two MP5Ks are hanging at his hips.]]&lt;br /&gt;
[[Image:MatrixMP5K-3.jpg|thumb|none|600px|Neo wipes out the first set of lobby guards with a pair of MP5Ks.]]&lt;br /&gt;
[[Image:MatrixMP5K-4.jpg|thumb|none|600px|Neo firing his MP5Ks.]]&lt;br /&gt;
&lt;br /&gt;
==Sa vz. 61 Skorpion (.22 LR)==&lt;br /&gt;
Neo fires a pair of [[Sa vz. 61 Skorpion]] sub-machine guns fitted with muzzle shrouds during the lobby shootout. Due to the shape of the magazines, this should be the .22 LR version (possibly, converted to full-auto). The cartridge cases falling from the guns are inaccurately shown as 5.56x45mm shells, which are far larger than .22 LR or .32 ACP rounds.&lt;br /&gt;
[[File:Vz61P22.jpg|thumb|none|400px|Sa vz. 61 Pistol - .22 LR]]&lt;br /&gt;
[[Image:MatrixWalkingArsenal-1.jpg|thumb|none|600px|Neo shows the lobby guard his walking arsenal, with his Skorpion SA Vz 61s hanging on his legs.]]&lt;br /&gt;
[[Image:MatrixSkorpionSA-1.jpg|thumb|none|600px|Neo takes cover while armed with his Skorpions.]]&lt;br /&gt;
[[Image:MatrixSkorpionSA-2.jpg|thumb|none|600px|Neo with his Skorpions.]]&lt;br /&gt;
[[Image:MatrixSkorpionSA-3.jpg|thumb|none|600px|Neo fires his Skorpions. These guns are great for firing in slow motion because the blowback action looks very cool in slo-mo.]]&lt;br /&gt;
[[Image:MatrixSkorpionSA-4.jpg|thumb|none|600px|The empty cases falling from the guns are inaccurately shown as 5.56x45mm shells, which are far larger than pistol rounds. Also, the rounds fall too far directly under the guns, while a Skorpion's ejection port sends the spent shells up and to the right. Since the cases look like real shells and not blanks, it can be assumed they just dropped handfuls of shells to get the effect.]]&lt;br /&gt;
[[Image:MatrixSkorpionSA-5.jpg|thumb|none|600px|Neo firing his Skorpions.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==M16 (SP1)==&lt;br /&gt;
In the lobby shootout scene where Neo and Trinity encounter the security guard's &amp;quot;back-up&amp;quot; in the form of a unit of Army soldiers, the majority of the soldiers Neo and Trinity face up against are armed with [[M16 rifle series#M16 Rifle|M16 (SP1)]] rifles with slab-side receivers. The M16s used in this scene are a mixture of rifles with 3-prong flash hiders and rifles with [[M16A1]]-style &amp;quot;birdcage&amp;quot; flash hiders. Neo uses two of these M16s during this scene, one while cartwheeling across the lobby, another while on the roof.&lt;br /&gt;
[[Image:M16-SP1.jpg|thumb|none|500px|M16 with 20-round magazine and original 3-prong flash hider - 5.56x45mm]]&lt;br /&gt;
[[Image:M16SP1Birdcage.jpg|thumb|none|500px|M16 (SP1) with 20 round magazine and A1 Flash Hider - 5.56x45mm]]&lt;br /&gt;
[[Image:MatrixM16-1.jpg|thumb|none|600px|A soldier fires his M16 at Trinity in the lobby.]]&lt;br /&gt;
[[Image:Matrixm16-2.jpg|thumb|none|600px|Another soldier firing his M16 at Neo.]]&lt;br /&gt;
[[Image:Matrixm16-3.jpg|thumb|none|600px|A soldier with an M16, here the 3-prong muzzle brake is visible.]]&lt;br /&gt;
[[Image:MatrixM16-4.jpg|thumb|none|600px|Neo grabs an M16 while doing a cartwheel.]]&lt;br /&gt;
[[Image:MatrixM16-5.jpg|thumb|none|600px|Neo fires the M16 while cartwheeling.]]&lt;br /&gt;
[[Image:MatrixM16-6.jpg|thumb|none|600px|A soldier opens fire with an M16 with an A1 birdcage muzzle brake.]]&lt;br /&gt;
[[Image:MatrixM16-7.jpg|thumb|none|600px|Neo disarms a soldier on the roof of his M16, which is clearly a rubber prop.]]&lt;br /&gt;
[[Image:MatrixM16-8.jpg|thumb|none|600px|Neo fires an M16 on the roof, this one fitted with the 3-prong flash hider. The soldier behind Neo is also armed with an M16 but fails to use the rifle on Neo due to Trinity throwing an M9 bayonet right between the soldier's eyes.]]&lt;br /&gt;
&lt;br /&gt;
==Leader Dynamics T2 MK5==&lt;br /&gt;
During the &amp;quot;deja vu&amp;quot; shootout, the SWAT officers are armed with Australian-made [[T2 MK5 assault rifle|Leader Dynamics T2 MK5]] short-barreled assault rifles. Although the weapons are rarely shown clearly on screen, the identity of the weapons has been confirmed by the rental invoices from [http://www.propstore.com Propstore], which [http://www.propstore.com/product/matrix-the/aaa-leader-t2-mk5-police-tactical-carbine-prop/ also has one of the rubber T2 MK5 carbines on sale]. The versions used in ''The Matrix'' are the &amp;quot;Commando&amp;quot; version which have 11.5-inch barrels; the weapons are also fitted with a custom-made forearm designed to hold both a tactical flashlight and laser sight. The use of an Australian weapon in this case makes sense, as most of the movie was filmed in Sydney, Australia.&lt;br /&gt;
&lt;br /&gt;
[[Image:LeaderT2Mk5Carbine.jpg|thumb|none|450px|Leader Dynamics T2 MK5 Assault Rifles - Select Fire Police Version with Short barrel -  5.56x45mm]]&lt;br /&gt;
[[Image:TheMatrix-LeaderT2-1.jpg|thumb|none|600px|A SWAT officer is seen left holding a Leader Dynamics T2 MK5. Note that this rifle, like the other T2 MK5s in the scene, is fitted with a 20-round magazine.]]&lt;br /&gt;
[[Image:TheMatrix-LeaderT2-2.jpg|thumb|none|600px|Two SWAT officer enter a room with their T2 MK5s at the ready.]]&lt;br /&gt;
[[Image:TheMatrix-LeaderT2-3.jpg|thumb|none|600px|A SWAT officer investigates a bathroom with his T2 MK5 at the ready.]]&lt;br /&gt;
[[Image:TheMatrix-LeaderT2-5.jpg|thumb|none|600px|A close-up of the muzzle of the T2 MK5, showing the distinctive front sight of the Leader Dynamics-series rifles. Notice that this particular carbine has both a standard tactical light fitted into the forearm on the right side of the weapon, and an additional, much brighter torch that is fitted to the left side and secured with electrical tape wrapped around the barrel and forearm. Why this guy needs two flashlights on his rifle is a mystery.]]&lt;br /&gt;
[[Image:MatrixAAA-3.jpg|thumb|none|600px|SWAT officers prepare to fire their T2 MK5s at the protagonists.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Mouse's Automatic Shotguns==&lt;br /&gt;
The unusual pair of large guns that Mouse ([[Matt Doran]]) uses are custom-built cam-operated electric driven [[(The Matrix) - Mouse's Shotguns|automatic 12 gauge shotguns]] with 25-shell cylinders and a fire rate of 900 rounds per minute. They were crafted by John Bowring, lead armorer of the film. As an inside joke, Bowring named the guns &amp;quot;Andy&amp;quot; (serial no. A1169 - [http://en.wikipedia.org/wiki/Leet Leetspeak] for Andy) and &amp;quot;Larry&amp;quot; (serial no. L2779 - [http://en.wikipedia.org/wiki/Leet Leetspeak] for Larry) after the Wachowskis' original names (now Lily and Lana, respectively), the writers and directors of the film. It can be assumed inside the Matrix, Mouse designed these shotguns for himself like he designed the woman in the red dress.&lt;br /&gt;
[[Image:MatrixAutoShotguns-1.jpg|thumb|none|600px|Mouse retrieves his Auto Shotguns from the case, which also contains belts of .50 BMG ammunition, for unknown reasons.]]&lt;br /&gt;
[[Image:MatrixAutoShotguns-2.jpg|thumb|none|600px|Mouse readies his shotguns.]]&lt;br /&gt;
[[Image:MatrixAutoShotguns-3.jpg|thumb|none|600px|Mouse unleashes the shotguns on the SWAT, but never scores a single hit.]]&lt;br /&gt;
[[Image:MatrixAutoShotguns-4.jpg|thumb|none|600px|Mouse gets barraged by the SWAT team.]]&lt;br /&gt;
[[Image:MatrixAutoShotguns-5.jpg|thumb|none|600px|Mouse fires his shotguns as he falls back.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
In the lobby shootout scene, a number of soldiers are armed with [[Franchi SPAS-12]] shotguns, one of which is commandeered by Trinity and used against its original owner. The versions used by the soldiers have a solid fixed stock/pistol grip combination. One of them is seen firing the SPAS-12 in semi-auto mode -- a rare sight in movies. However, quick bursts of M16 fire are mistakenly dubbed over instead of the appropriate shotgun report.&lt;br /&gt;
[[Image:Spas12 fixed.jpg|thumb|none|500px|Franchi SPAS-12 with fixed stock - 12 Gauge]]&lt;br /&gt;
[[Image:MatrixSPAS12-1.jpg|thumb|none|600px|''&amp;quot;Freeze!&amp;quot;'']]&lt;br /&gt;
[[Image:MatrixSPAS12-2.jpg|thumb|none|600px|A soldier in the lobby with his Franchi SPAS-12 at the ready.]]&lt;br /&gt;
[[Image:MatrixSPAS12-3.jpg|thumb|none|600px|A soldier fires his SPAS-12 at a very calm rate, which seems out of place in a rough action film.]]&lt;br /&gt;
[[Image:MatrixSPAS12-4.jpg|thumb|none|600px|Trinity kicks his SPAS-12, rolls it over his shoulder, and fires it into his back.]]&lt;br /&gt;
[[Image:MatrixSPAS12-5.jpg|thumb|none|600px|FPS view of Trinity shooting soldiers with the SPAS-12. Upon closer observation of the scene, Trinity actually racks the pump twice after shooting the shotgun's previous owner, therefore wasting a shot for no real reason.]]&lt;br /&gt;
[[Image:MatrixSPAS12-6.jpg|thumb|none|600px|Trinity firing the SPAS-12.]]&lt;br /&gt;
[[Image:MatrixSPAS12-7.jpg|thumb|none|600px|Trinity drops the SPAS-12 after the lobby shootout.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
Neo ([[Keanu Reeves]]) opens up with a [[GE M134 Minigun]] mounted on a Bell 212 helicopter while rescuing Morpheus. According to armorer John Bowring, they were firing the gun at 3,000 rounds per minute (half the maximum rate of fire for the M134). &lt;br /&gt;
[[Image:M134.JPG|thumb|none|450px|GE M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:MatrixGEM134-1.jpg|thumb|none|600px|Neo prepares to unleash the GE M134 Minigun on the Agents in the room.]]&lt;br /&gt;
[[Image:MatrixGEM134-2.jpg|thumb|none|600px|Neo firing the Minigun at the Agents. Bowring also commented how they had to properly distance the gun from the glass window so the force of the blanks wouldn't send the glass flying back at the actors. The way Neo fans the weapon as he fires it, it's a miracle he doesn't hit Morpheus who is sitting in the center of the room.]]&lt;br /&gt;
[[Image:Matrix046.jpg|thumb|none|600px|Even in slow motion the gun is firing very fast.]]&lt;br /&gt;
[[Image:MatrixGEM134-4.jpg|thumb|none|600px|Note how the shells falling from the gun are bottleneck blanks.]]&lt;br /&gt;
[[Image:MatrixGEM134-5.jpg|thumb|none|600px|The barrels finally stop revolving after Neo kills all the Agents in the room.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==M7 CS Gas Grenade==&lt;br /&gt;
During the &amp;quot;deja vu&amp;quot; scene, a SWAT member throws an [[M7 CS gas grenade]] at the protagonists.&lt;br /&gt;
[[Image:M7A3.jpg|thumb|none|150px|M7 CS gas grenade]]&lt;br /&gt;
[[Image:MatrixSmokeGrenade-1.jpg|thumb|none|600px|The M7 gas grenade lands.]]&lt;br /&gt;
&lt;br /&gt;
==The Virtual Armory==&lt;br /&gt;
The following guns are seen in the virtual armory when Neo and Trinity arm up before going into the Matrix:&lt;br /&gt;
[[Image:MatrixArmory-1.jpg|thumb|none|600px|Behind Neo: On the top shelf are two [[Sterling SMG|Sterling L2A3]] submachine guns, three [[Cobray M11/9]]s, a few [[Beretta 92FS]] pistols, two [[Heckler &amp;amp; Koch USP]] pistols, two [[Glock pistol series|Glock]]s, three [[Micro Uzi]]s, seven more Berettas, two [[Zastava CZ99]] pistols, and some [[Glock pistol series|Glock]]s trailing off-screen. On the second shelf are nine [[Skorpion SA|Skorpion SA Vz 61]] submachine guns, what appears to be two [[Madsen M50]] submachine guns, several [[AKM]]s behind them and six [[M60 machine gun]]s. On the final shelf are two possible [[Steyr MPi 69/81|Steyr MPi 69]]s or MPi-81s, a possible [[Sterling SMG]], and five [[SA Vz.58 assault rifle]]s.]]&lt;br /&gt;
[[Image:MatrixArmory-2.jpg|thumb|none|600px|Behind Trinity: On the top shelf are six [[Heckler &amp;amp; Koch MP5K]]s, six [[Glock pistol series|Glock]] pistols, and six [[Beretta 92FS]] pistols. On the second shelf are four [[M16]] rifles (one with a 30 round magazine), three Australian Owen Submachine guns with Late War Camo paint pattern, two [[M1928/M1928A1 Thompson|M1928A1 Thompsons]], an [[M1928 Thompson]] with a 30 round magazine, an [[M1A1 Thompson]], another M1928A1 Thompson, and an [[M1 Garand]].]]&lt;br /&gt;
&lt;br /&gt;
{{Matrix}}&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:Action Movie]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:The Matrix]]&lt;br /&gt;
[[Category:Martial Arts]]&lt;br /&gt;
[[Category:National Film Registry]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Total_War:_Shogun_2&amp;diff=1359943</id>
		<title>Total War: Shogun 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Total_War:_Shogun_2&amp;diff=1359943"/>
		<updated>2020-07-20T15:20:28Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* Parrott Gun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TWS2.JPG|300px|thumb|right|''Total War: Shotgun 2'']]&lt;br /&gt;
{{Game Title}}&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Total War: Shogun 2=&lt;br /&gt;
== Tanegashima ==&lt;br /&gt;
The [[Tanegashima]] is a Japanese matchlock arquebus used during the Sengoku Jidai and to some degree, during the Boshin War. It is used by most matchlock-type units as well as the foreign-recruited Portuguese Tercos available in the Otomo Clan DLC. A particular type of Tanegashima is used by the Heavy Gunners, Fire Rockets, and Tokitaka's Tanegashima. It can also be seen in the traditional Matchlock Kachi skirmish unit in the Fall of the Samurai expansion.&lt;br /&gt;
[[Image:TanegashimaGun.jpg|thumb|none|400px|Japanese &amp;quot;Tanegashima&amp;quot; matchlock arquebus.]]&lt;br /&gt;
[[File:TWS21.jpg|600px|thumb|none|Three Shimazu Heavy Gunner troops stand ready, Tanegashimas in hand.]]&lt;br /&gt;
[[File:TWS22.jpg|600px|thumb|none|A line of Tokitaka's Tanegashima infantry volley fire their weapons.]]&lt;br /&gt;
[[File:TWS23.jpg|600px|thumb|none|Portuguese Tercos also use their own matchlock muskets.]]&lt;br /&gt;
&lt;br /&gt;
==Donderbuss==&lt;br /&gt;
The Blunderbuss or Donderbuss is used by the Donderbuss Cavalry unit only available in the Otomo Clan Pack DLC. It is the most powerful firearm in the game due to it's shotgun effect it delivers against it's targets.&lt;br /&gt;
&lt;br /&gt;
[[File:EnglishBlunderbuss1766.jpg|400px|thumb|none|An early modern example of a Blunderbuss or Donderbuss]]&lt;br /&gt;
&lt;br /&gt;
[[File:OtomoDonderbussCavalry.jpg|600px|thumb|none|Otomo Donderbuss Cavalry with their Donderbusses]]&lt;br /&gt;
&lt;br /&gt;
=Total War: Shogun 2 — Fall of the Samurai=&lt;br /&gt;
'''''Total War: Shogun 2 — Fall of the Samurai''''' is an expansion pack for the game that sets it in the late 1800's and adds quite a lot of firearms to the game.&lt;br /&gt;
==Smith &amp;amp; Wesson Model 2==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 2]] is added with this expansion pack and usually seen with officers and is also used by the  Foreign Veteran agent during the campaign. Cavalry units like the Revolver Cavalry and the General's Bodyguard use this particular model.&lt;br /&gt;
[[Image:S&amp;amp;wmodel2.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 2 .32 Short]] &lt;br /&gt;
[[Image:Fall of the Samurai revolver.jpg|thumb|none|600px|An officer from the Royal Marines fires his Smith &amp;amp; Wesson Model 2 along with his fellow men.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 1860 Army==&lt;br /&gt;
A [[Colt 1860 Army]] is seen on the cover&lt;br /&gt;
[[Image:1860Army.jpg|thumb|none|450px|Colt 1860 Army - .44 caliber.]]&lt;br /&gt;
[[Image:Fall of the Samurai unknown revolver.jpeg|thumb|none|600px|A U.S. Army officer holds the 1860 Army on the cover.]]&lt;br /&gt;
&lt;br /&gt;
==Pattern 1861 Enfield Musketoon==&lt;br /&gt;
Most of the line infantry-type, levy infantry-type, and skirmisher-type units (with the exception of Tosa Riflemen) in Fall of the Samurai used the Pattern 1861 Enfield Musketoon. Units like the Shinsengumi Police Force, Yugekitai, and the foreign-recruited U.S. Marines use this particular model. Oddly enough, they use the same gun albeit with different ranges depending on the unit stats.&lt;br /&gt;
[[File:Pattern 1861 Enfield Musketoon.jpg|200px|thumb|none|A Reproduction of the Pattern 1861 Enfield Musketoon]]&lt;br /&gt;
[[Image:2016-03-08 00004.jpg|thumb|none|600px|A U.S. Marine aims his 1861 Enfield Musketoon.]]&lt;br /&gt;
[[Image:Fall of the Samurai rifle 2 1.jpg|thumb|none|600px|A unit of the Shinsengumi Police Force attempt to repel an attack by a Mounted Samurai unit from the Rise of the Samurai Expansion with their Muskets.]]&lt;br /&gt;
&lt;br /&gt;
==Snider-Enfield rifle==&lt;br /&gt;
The British [[Snider-Enfield Rifle]] is used by first-tier elite troops, usually by the Imperial/Shogunate/Republican Infantry unit, the Kihetai, and the foreign-recruited Royal Marines.&lt;br /&gt;
[[File:Nepalese Snider.jpg|thumb|none|500px|Snider-Enfield breech-loaded rifle.]]&lt;br /&gt;
[[Image:2016-03-08_00002.jpg|thumb|none|600px|Royal Marines and their Snider-Enfield rifles.]]&lt;br /&gt;
&lt;br /&gt;
==Spencer repeating rifle==&lt;br /&gt;
The American Spencer repeating rifle is used by the Tosa Riflemen, Carbine Cavalry, and Imperial Guard Cavalry. In some mods, they are used as a replacement weapon to the Tanegashima used by sailors. &lt;br /&gt;
[[File:Spencer-rifle.JPG|thumb|none|500px|Spencer repeating rifle.]]&lt;br /&gt;
[[Image:2016-03-08_00001.jpg|thumb|none|600px|Tosa Riflemen and their Spencer repeating rifles.]]&lt;br /&gt;
&lt;br /&gt;
==Fusil Modèle 1866 Chassepot==&lt;br /&gt;
The French [[Chassepot 1866|Fusil Modèle 1866 Chassepot]] rifle is the most powerful rifle in the game commonly used by more elite units like the Imperial/Shogunate/Republican Guard Infantry and by the foreign-recruited Infanterie de Marine. Due to their fast firing rate in-game, they have a tendency to run out of ammo very quickly particularly when in Kneel Fire mode.&lt;br /&gt;
[[File:Chassepot rifle.jpg|thumb|none|500px|Chassepot bolt action rifle.]]&lt;br /&gt;
[[Image:Fall of the Samurai rifle 1.jpg|thumb|none|600px|Imperial Guard Infantry from the Saga Domain fire their Chassepot 1866 against a unit of Aizu Katana Kachi.]]&lt;br /&gt;
[[Image:2016-03-08 00003.jpg|thumb|none|600px|Infanterie de Marine marching with their Chassepots.]]&lt;br /&gt;
&lt;br /&gt;
==Gatling Gun==&lt;br /&gt;
The 1874 model [[Gatling Gun]], apparently inspired by ''[[Last Samurai, The|The Last Samurai]]'', is also in the game and can be used as an area-denial unit. It's also being used in the the &amp;quot;Monitor&amp;quot; U.S.S. Roanoke but can only fire broadside. It can be the most lethal weapon against enemy crewmen during Naval Combat in Fall of the Samurai. This was the first-time an automatic weapon was introduced in the Total War series. &lt;br /&gt;
[[Image:Gatling.jpg|thumb|none|300px|Colt Gatling Gun with Bruce Feed Guide - .45-70]]&lt;br /&gt;
[[Image:Fall of the Samurai Gatling 1.jpg|thumb|none|600px|A Gatling Gun crew fires the weapon at approaching Samurai.]]&lt;br /&gt;
[[Image:Fall of the Samurai gatling 2.jpg|thumb|none|600px|Another Gatling gun opens up on a large group of cavalry.]]&lt;br /&gt;
[[Image:Fall of the Samurai gatling 3.jpg|thumb|none|600px|A large group of Gatling guns sit in waiting.]]&lt;br /&gt;
&lt;br /&gt;
==Wooden Cannon==&lt;br /&gt;
Wooden Cannons are, as the name suggests, made of wood. This makes them somewhat ramshackle in their operations, with a slow reload rate and an immobile platform from which they cannot move. They have a very poor accuracy in-game and can fire only a few rounds before it must be considered useless. &lt;br /&gt;
&lt;br /&gt;
[[File:Japanese Wooden Cannon 1853.jpg|thumb|none|600px|A Japanese coastal wooden cannon used during the Bakufu period, Ryosen Museum]]&lt;br /&gt;
&lt;br /&gt;
[[File:Wooden Cannon.jpg|thumb|none|600px|Wooden Cannons used in first person mode. This feature will later be used in almost all siege artillery units in the Total War series]]&lt;br /&gt;
&lt;br /&gt;
==Parrott Gun==&lt;br /&gt;
The Parrott Gun is the second most powerful artillery unit in the game. It's a muzzle loader and can fire explosive and canister shells. But it is the slowest unit in game , along with the Gatling Gun and the Armstrong Gun, due to it's heavy load.&lt;br /&gt;
&lt;br /&gt;
[[File:Parrott Gun.jpg|thumb|none|600px|A 10 lb. Parrott Rifle used in an American Civil War reenactment]]&lt;br /&gt;
&lt;br /&gt;
==Armstrong Gun==&lt;br /&gt;
The Armstrong Gun is the most powerful artillery unit in the game. Based on the RBL 12 Pounder 8 cwt gun, it can also fire explosive and canister shells in-game. It had a longer range than the Wooden Cannon and the Parrott Gun but it's more expensive than the other two. A Naval version of the Armstrong Gun is used as a coastal battery and as a main gun in all of the ships in Fall of the Samurai and is modeled after the Ordnance 110-pounder RBL 7 Inch Gun. Along with the Gatling Gun and the Parrott Gun, it is the slowest unit in game due to it's heavy load.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fall of the Samurai armstrong gun 1.jpg|thumb|none|600px|A gun crew covers their ears after firing the Armstrong Gun.]]&lt;br /&gt;
[[Image:Fall of the Samurai armstrong gun 2.jpg|thumb|none|600px|Another crew reloads their Armstrong Gun.]]&lt;br /&gt;
&lt;br /&gt;
[[File:2i7xugp-1.jpg|thumb|none|600px|A model of the Armstrong 100 lb. Gun extracted using the Artillery Unit Pack Mod]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Receiver2M1911Chambering.jpg&amp;diff=1341078</id>
		<title>File:Receiver2M1911Chambering.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Receiver2M1911Chambering.jpg&amp;diff=1341078"/>
		<updated>2020-04-23T18:58:17Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
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		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Receiver2M1911Empty.jpg&amp;diff=1341077</id>
		<title>File:Receiver2M1911Empty.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Receiver2M1911Empty.jpg&amp;diff=1341077"/>
		<updated>2020-04-23T18:55:53Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
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		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Receiver2M1911BrassCheck.jpg&amp;diff=1341076</id>
		<title>File:Receiver2M1911BrassCheck.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Receiver2M1911BrassCheck.jpg&amp;diff=1341076"/>
		<updated>2020-04-23T18:52:49Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Receiver2M1911Info.jpg&amp;diff=1340745</id>
		<title>File:Receiver2M1911Info.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Receiver2M1911Info.jpg&amp;diff=1340745"/>
		<updated>2020-04-23T04:14:47Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:Receiver2Logo.jpg&amp;diff=1340733</id>
		<title>File:Receiver2Logo.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:Receiver2Logo.jpg&amp;diff=1340733"/>
		<updated>2020-04-23T02:45:31Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User_talk:Bunni&amp;diff=1306808</id>
		<title>User talk:Bunni</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User_talk:Bunni&amp;diff=1306808"/>
		<updated>2019-11-07T18:35:03Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* Having trouble getting in contact. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Archives ==&lt;br /&gt;
[[User_talk:Bunni/Archive1|Archive 1]]&lt;br /&gt;
&lt;br /&gt;
== New Ad space ==&lt;br /&gt;
&lt;br /&gt;
In the [[Talk:Main Page]], I put some examples of what's happening to the non-infobox pages with the new ad space. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 18:33, 27 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
: The screenshots are from the latest Firefox. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 19:08, 27 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE: 12,000th Page ==&lt;br /&gt;
&lt;br /&gt;
That is a nice achievement! It wouldn't be possible without your hard work in building the site though :) --[[User:Markit|Markit]] ([[User talk:Markit|talk]]) 17:33, 27 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Captcha ==&lt;br /&gt;
&lt;br /&gt;
Why am I having to go through captchas to edit pages?  I'm using Firefox right now. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 16:40, 5 April 2013 (EDT)&lt;br /&gt;
 &lt;br /&gt;
: It's happening again.  I can't edit any pages without having to go through a captcha challenge first. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 04:38, 15 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Checked out just now, and it seems that captcha has gone away.  --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 14:53, 15 July 2013 (EDT)&lt;br /&gt;
:::Sorry, but now it's giving me the challenge whenever I try to upload an image.  Is the filename a problem? --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 23:48, 15 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: This is about the fourth day where the captcha is coming up after every edit.  There a lot of other veteran users that are having this problem as well. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 17:53, 19 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Just tried to do some edits and uploads and no challenge yet.  I'll post a screenshot of the captcha challenge if it occurs again. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 13:36, 20 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quotes ==&lt;br /&gt;
&lt;br /&gt;
Any chance of bringing back the quotes section on the main page? --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 17:25, 28 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Infobox template ==&lt;br /&gt;
&lt;br /&gt;
People have been asking about the gaps at the top of pages when the infobox templates are used, and I know that the gap was put in to create space for the infoboxes. However, would just putting a &amp;lt;nowiki&amp;gt;&amp;lt;br clear=all&amp;gt;&amp;lt;/nowiki&amp;gt; at the top of the page be a simpler solution? This way it only leaves the necessary sized gap for the add in question, and if somebody is using an adblocker or a non default skin it only leaves a single line gap rather than 14. I have tried mocking it up on my [[User:Commando552/Sandbox|user page]] and it seems to work, but as I normally use an ad-blocker I don't know if this creates other conflicts or works for everyone, so wanted to check with you.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 06:16, 11 September 2013 (EDT)&lt;br /&gt;
:Throw it up! That's a great solution. --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 13:06, 11 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Server issues ==&lt;br /&gt;
&lt;br /&gt;
Any ideas regarding all the editing downtime we've been having recently? We've had 12+ hour blackouts where nobody could edit, login or upload images and we're kind of wondering what's going on. Seems uploads just went down again, too. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:50, 9 November 2013 (EST)&lt;br /&gt;
:Still a slight issue in that it seems if you're logged out you can't view content pages that weren't edited today, I can get La Femme Nikita 1990 and Olympus Has Fallen but not Serpico, and as soon as I edited CoD Ghosts I could get that to load elsewhere (testing in Internet Explorer where I'm not logged in). Also the Vector skin is kind of broken, at least if you're logged out. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:54, 10 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::Correction: not loading seems confined to content pages that were edited yesterday. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 04:04, 10 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:::[[Image:Vectorloggedout.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
:::Not loading issues seems to have cleared up, Serpico loads now. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:56, 10 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Server Issues: Thanks ==&lt;br /&gt;
&lt;br /&gt;
Thanks for your hard work and getting the site back up in such a short time.   As for drive space, is there anything we can do as admins to clear out more space?  What seems to taking up the most space? --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 17:59, 14 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sidebar ==&lt;br /&gt;
&lt;br /&gt;
Whatever makes the social media and categories sections vanish from the sidebar has happened again. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:46, 18 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Downtime ==&lt;br /&gt;
&lt;br /&gt;
So what happened? Was it just a technical issue? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 05:18, 16 March 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blog ==&lt;br /&gt;
&lt;br /&gt;
Are you guys killing the blog? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 02:45, 3 April 2014 (EDT)&lt;br /&gt;
:I don't know if killing is the right word, but it's certainly in medically induced coma at the moment... --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 02:50, 3 April 2014 (EDT)&lt;br /&gt;
::I had started doing a post about Ronald Reagan, the only president with an IMFDB page, but I think my privileges changed. I couldn't upload any images. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 02:55, 3 April 2014 (EDT)&lt;br /&gt;
:::That's odd. I'll fix that tomorrow. --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 02:55, 3 April 2014 (EDT)&lt;br /&gt;
::::Thanks. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 02:57, 3 April 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forum requests ==&lt;br /&gt;
&lt;br /&gt;
There are a few forum requests that need your or Zackmann's attention. It looks like it's been a few months. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 16:07, 10 April 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adding to welcome discussion page. ==&lt;br /&gt;
&lt;br /&gt;
On the &amp;quot;Welcome&amp;quot; post to new users, I would recommend adding links to the  [[IMFDB Screencapping Guide]] and the [[IMFDB Style Guide]] in addition to the [[Rules, Standards and Principles]].  Links to those pages might be good to add to the main page as well.--[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 04:44, 20 May 2014 (EDT)&lt;br /&gt;
:Good idea --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 11:57, 21 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Image quality ==&lt;br /&gt;
&lt;br /&gt;
For some reason, the image quality on some of the images on several pages ([[NCIS - Season 1]] and [[NCIS: New Orleans - Season 1]]) are starting to look a little blurry.   Take a look at the SIG-Sauer P228 section in NCIS Season 1.  --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 04:07, 21 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
If you look at the fourth screenshot in the SIG-Sauer P228 of [[NCIS - Season 1]], these look significantly lower quality than the other ones on the page.  These are all HD images originally.   It's the image below that doesn't look good on the TV page.   If I change the thumbnail size, it then seems to correct itself.  I've looked at it in both Chrome and Firefox.  --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 12:24, 21 November 2014 (EST)&lt;br /&gt;
[[File:NCISS1 81.jpg|thumb|none|600px|Special Agent Anthony DiNozzo ([[Michael Weatherly]]) fires his P228 while on the target range in &amp;quot;Marine Down&amp;quot; (S1E09).]]&lt;br /&gt;
&lt;br /&gt;
== Reported attack site ==&lt;br /&gt;
&lt;br /&gt;
Yeah, we've got that going on again in chrome and firefox. Did we get some bad ads? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:39, 5 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Skype ==&lt;br /&gt;
&lt;br /&gt;
Hey, got someone trying to add me on Skype, is that you or just a random name bot that happened to pull your surname out of the hat? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 10:34, 16 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Forum password reset ==&lt;br /&gt;
&lt;br /&gt;
It's kind of my own fault for forgetting my password, but the forum password reset function doesn't ever seem to actually send out a password reset email, I've tried a couple of times now and it never arrives. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 19:10, 22 December 2014 (EST)&lt;br /&gt;
:Any news with this? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 21:52, 9 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Site downtimes ==&lt;br /&gt;
&lt;br /&gt;
Heya, we've been having a few issues recently with the site going offline (Cloudflare throws up a 522 error with no cached page). Seems to mostly happen during the day GMT, which I guess is the early hours of the morning over there. Any idea what's happening? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 20:34, 17 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forum Requests ==&lt;br /&gt;
&lt;br /&gt;
It's been almost a year since any new Forum Requests have been processed. If you need someone to help administer the forum and forum requests, I'll volunteer. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 01:29, 13 April 2015 (EDT)&lt;br /&gt;
:There's still about a year's worth of forum requests. I know you said that you're concerned with user's privacy, but as a forum admin, I'm already able to access private user information. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 07:57, 18 September 2015 (EDT)&lt;br /&gt;
test&lt;br /&gt;
::Thanks. I do see the Admin option at the bottom. Do I go into Moderate Users to create users? If so, it appears I don't have permission. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 18:20, 22 September 2015 (EDT)&lt;br /&gt;
:::Thanks. I'll try to get to the list today. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 07:27, 23 September 2015 (EDT)&lt;br /&gt;
== Main Page problems ==&lt;br /&gt;
&lt;br /&gt;
There have been some problems with getting to the Main Page recently.  If you try to access the main page by typing &amp;quot;imfdb.org&amp;quot; without being logged in, you get the &amp;quot;cached&amp;quot; copy problem screen.   However, I have been able to get around this by typing &amp;quot;imfdb.org/forum&amp;quot; and then logging in.   I have been using the Chrome browser.  Have you seen this problem? --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 18:36, 31 August 2015 (EDT)&lt;br /&gt;
: I too have been having the same issue last couple of days - Going to the main page directly prior to long-in also hits me with the 'cached' problem screen. I've been able to circumvent by going to other pages on the site (usually the recent changes page for me) and logging in from there. I use Firefox. Figured I'd mention it just in case. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:15, 31 August 2015 (EDT)&lt;br /&gt;
:: Bunni, yes, the problem seems to have gone away.  (Tried on Chrome and Microsoft Edge). --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 02:07, 1 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== I think we have a dodgy ad ==&lt;br /&gt;
&lt;br /&gt;
http://www.imfdb.org/wiki/Talk:Main_Page#Newsletter_notice [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 20:54, 22 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Any idea what this is about? ==&lt;br /&gt;
&lt;br /&gt;
[[User:APITesting]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Need to edit a page to test API functionality. Specifically with the images.&lt;br /&gt;
&lt;br /&gt;
Upwork contractor.&lt;br /&gt;
&lt;br /&gt;
I'll be editing Excel Saga.&lt;br /&gt;
&lt;br /&gt;
25 words total and then some.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'm not sure what &amp;quot;API functionality&amp;quot; we'd need testing so I blocked in case it was a remarkably honest hacker, do you know this person at all? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:41, 29 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Imfdb stickers ==&lt;br /&gt;
&lt;br /&gt;
Hey Bunni, how has life been? I'm just wondering when those free imfdb stickers you've been advertising will be sent out, I put out the form a few weeks ago, and I still haven't got one that I know of, thanks.--[[User:Alienqueen11|Alienqueen11]] ([[User talk:Alienqueen11|talk]]) 16:57, 6 January 2017 (EST)&lt;br /&gt;
:Same here, glad to hear the stickers are being taken like hot cakes. Thanks for responding and letting me know.--[[User:Alienqueen11|Alienqueen11]] ([[User talk:Alienqueen11|talk]]) 02:49, 8 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Main Page not working? ==&lt;br /&gt;
&lt;br /&gt;
There seems to be a problem when trying to access the main page before logging in. This happens both in IE and Chrome.  Please take a look at the &amp;quot;Main Page Not Working&amp;quot; discussion in the [[Talk:Main Page]] section. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 22:30, 17 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== forum ==&lt;br /&gt;
&lt;br /&gt;
Please create a forum account for me, thanks! ;)&lt;br /&gt;
&lt;br /&gt;
== Forum request ==&lt;br /&gt;
&lt;br /&gt;
I would like to join the forum. I made a request now little, but I think I did wrong - Dillvasconselos&lt;br /&gt;
:Done. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:15, 24 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not sure if this is the site or just new in Firefox ==&lt;br /&gt;
&lt;br /&gt;
Had my 180-daily logout and Firefox warned me the login page isn't secure (not https and all). Didn't do that last time, not sure if it's something they've added in the meantime or something that's changed on our end. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 12:01, 15 July 2017 (EDT)&lt;br /&gt;
:Chrome's going to start doing it too. Part of the push to a full https web. Nothing changed on our end. It will happen for search forms too.--[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 12:04, 15 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A thought ==&lt;br /&gt;
&lt;br /&gt;
Have you considered putting up a Patreon account to fund IMFDB's dastardly activities? I hear it's what all the cool kids do nowadays. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:23, 24 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Thanks! ==&lt;br /&gt;
&lt;br /&gt;
Thanks for fixing my accidental blocking, Bunni! Have a good one!&lt;br /&gt;
&lt;br /&gt;
Sincerely, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:57, 6 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Can't Sign In ==&lt;br /&gt;
&lt;br /&gt;
Have you experienced this? A few users have had problems signing in. The site says the &amp;quot;cookies are disabled&amp;quot;. There's also been a topic in the forum. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 15:55, 17 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
:To be exact, this problem seems to manifest between roughly 5am to about 11am GMT: trying to edit during this period brings up the message &lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Sorry! We could not process your edit due to a loss of session data. Please try again. If it still does not work, try logging out and logging back in.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:If you actually try this, you can't log back in: trying gets you a message saying that the site requires cookies to be enabled. In addition, during this period large pages do not fully load, and some pages display an error message when you try to look at their history. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:43, 21 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
==Mobile redirects==&lt;br /&gt;
Hello, for the past few months, some users including me have been having a weird issue when opening this specific website on mobile, as discussed [[Talk:Main Page#Weird redirects on mobile|here]]. It usually happens only once per day (sometimes for the first time in a day, although it's not always the case). In my case, when I open the link to the IMFDB recent changes (regardless of whether I'm logged in or not), I automatically get redirected to &amp;quot;sslgateways.com&amp;quot; followed by a series of random letters and numbers, which itself proceeds to redirect me to strange websites including &amp;quot;tlgram.me&amp;quot; (although I always try to stop the loading process of such pages as fast as possible and reload the IMFDB link). Me and the other users who mentioned the issue are encountering this while using Chrome on Android devices (although it doesn't seem to be exclusive to Chrome, according to Lunar Watcher's last comment). Any idea what's exactly causing this, and if it can be fixed? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:35, 26 February 2019 (EST)&lt;br /&gt;
:Android 8.0.0, and it's been happening on some Chrome versions including 71.0.3578.99 --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:38, 26 February 2019 (EST)&lt;br /&gt;
::I've been meaning to ask this earlier, but have you managed to find out exactly what's going on regarding this? Because it's still happening. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:01, 29 March 2019 (EDT)&lt;br /&gt;
:::Alrighty, thanks for the update! --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:03, 31 March 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Can't Sign In (Again 05/2019) ==&lt;br /&gt;
&lt;br /&gt;
It's happening again. The site says the &amp;quot;cookies are disabled&amp;quot; and won't sign me in, usually after 5pm PST.   --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 22:34, 23 May 2019 (EDT)&lt;br /&gt;
:: Thanks. It seems to be working again. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 01:03, 26 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Is it full again? ==&lt;br /&gt;
&lt;br /&gt;
Is the site out of memory again?  I can't log in at night.  --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 19:32, 7 June 2019 (EDT)&lt;br /&gt;
::okay thanks for the update--[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 16:20, 9 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== John Wick ==&lt;br /&gt;
&lt;br /&gt;
Hey Bunni, there's a small issue with all namespaces (main articles, images, templates) that have &amp;quot;John Wick&amp;quot; as part of their name. It appears that the ad showing up at the top causes most of the text to be squeezed to the left side (easily seen [[John Wick: Chapter 3 - Parabellum|this article]], and it's been discussed at the end of its talk page). Is there any chance of fixing it? It's strange, since there is also an ad with the same width [[Call of Duty: Modern Warfare (2019)|there]], and yet it's not causing any problems. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:14, 7 October 2019 (EDT) P.S.: The sslgateways.com redirects on mobile are now occurring again.&lt;br /&gt;
:Thanks! --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:07, 14 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Having trouble getting in contact. ==&lt;br /&gt;
&lt;br /&gt;
Hey I've sent you an email before but no response, might be an issue on my part, send me an email on devakitty@jubii.dk--[[User:DevaKitty|DevaKitty]] ([[User talk:DevaKitty|talk]]) 13:35, 7 November 2019 (EST)&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=User_talk:Bunni&amp;diff=1306807</id>
		<title>User talk:Bunni</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=User_talk:Bunni&amp;diff=1306807"/>
		<updated>2019-11-07T18:34:49Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* Having trouble getting in contact. */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Archives ==&lt;br /&gt;
[[User_talk:Bunni/Archive1|Archive 1]]&lt;br /&gt;
&lt;br /&gt;
== New Ad space ==&lt;br /&gt;
&lt;br /&gt;
In the [[Talk:Main Page]], I put some examples of what's happening to the non-infobox pages with the new ad space. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 18:33, 27 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
: The screenshots are from the latest Firefox. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 19:08, 27 January 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== RE: 12,000th Page ==&lt;br /&gt;
&lt;br /&gt;
That is a nice achievement! It wouldn't be possible without your hard work in building the site though :) --[[User:Markit|Markit]] ([[User talk:Markit|talk]]) 17:33, 27 March 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Captcha ==&lt;br /&gt;
&lt;br /&gt;
Why am I having to go through captchas to edit pages?  I'm using Firefox right now. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 16:40, 5 April 2013 (EDT)&lt;br /&gt;
 &lt;br /&gt;
: It's happening again.  I can't edit any pages without having to go through a captcha challenge first. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 04:38, 15 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: Checked out just now, and it seems that captcha has gone away.  --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 14:53, 15 July 2013 (EDT)&lt;br /&gt;
:::Sorry, but now it's giving me the challenge whenever I try to upload an image.  Is the filename a problem? --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 23:48, 15 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::: This is about the fourth day where the captcha is coming up after every edit.  There a lot of other veteran users that are having this problem as well. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 17:53, 19 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::: Just tried to do some edits and uploads and no challenge yet.  I'll post a screenshot of the captcha challenge if it occurs again. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 13:36, 20 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Quotes ==&lt;br /&gt;
&lt;br /&gt;
Any chance of bringing back the quotes section on the main page? --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 17:25, 28 July 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Infobox template ==&lt;br /&gt;
&lt;br /&gt;
People have been asking about the gaps at the top of pages when the infobox templates are used, and I know that the gap was put in to create space for the infoboxes. However, would just putting a &amp;lt;nowiki&amp;gt;&amp;lt;br clear=all&amp;gt;&amp;lt;/nowiki&amp;gt; at the top of the page be a simpler solution? This way it only leaves the necessary sized gap for the add in question, and if somebody is using an adblocker or a non default skin it only leaves a single line gap rather than 14. I have tried mocking it up on my [[User:Commando552/Sandbox|user page]] and it seems to work, but as I normally use an ad-blocker I don't know if this creates other conflicts or works for everyone, so wanted to check with you.  --[[User:Commando552|commando552]] ([[User talk:Commando552|talk]]) 06:16, 11 September 2013 (EDT)&lt;br /&gt;
:Throw it up! That's a great solution. --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 13:06, 11 September 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Server issues ==&lt;br /&gt;
&lt;br /&gt;
Any ideas regarding all the editing downtime we've been having recently? We've had 12+ hour blackouts where nobody could edit, login or upload images and we're kind of wondering what's going on. Seems uploads just went down again, too. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 16:50, 9 November 2013 (EST)&lt;br /&gt;
:Still a slight issue in that it seems if you're logged out you can't view content pages that weren't edited today, I can get La Femme Nikita 1990 and Olympus Has Fallen but not Serpico, and as soon as I edited CoD Ghosts I could get that to load elsewhere (testing in Internet Explorer where I'm not logged in). Also the Vector skin is kind of broken, at least if you're logged out. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:54, 10 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
::Correction: not loading seems confined to content pages that were edited yesterday. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 04:04, 10 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
:::[[Image:Vectorloggedout.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
:::Not loading issues seems to have cleared up, Serpico loads now. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 14:56, 10 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Server Issues: Thanks ==&lt;br /&gt;
&lt;br /&gt;
Thanks for your hard work and getting the site back up in such a short time.   As for drive space, is there anything we can do as admins to clear out more space?  What seems to taking up the most space? --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 17:59, 14 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sidebar ==&lt;br /&gt;
&lt;br /&gt;
Whatever makes the social media and categories sections vanish from the sidebar has happened again. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:46, 18 November 2013 (EST)&lt;br /&gt;
&lt;br /&gt;
== Downtime ==&lt;br /&gt;
&lt;br /&gt;
So what happened? Was it just a technical issue? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 05:18, 16 March 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Blog ==&lt;br /&gt;
&lt;br /&gt;
Are you guys killing the blog? --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 02:45, 3 April 2014 (EDT)&lt;br /&gt;
:I don't know if killing is the right word, but it's certainly in medically induced coma at the moment... --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 02:50, 3 April 2014 (EDT)&lt;br /&gt;
::I had started doing a post about Ronald Reagan, the only president with an IMFDB page, but I think my privileges changed. I couldn't upload any images. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 02:55, 3 April 2014 (EDT)&lt;br /&gt;
:::That's odd. I'll fix that tomorrow. --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 02:55, 3 April 2014 (EDT)&lt;br /&gt;
::::Thanks. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 02:57, 3 April 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forum requests ==&lt;br /&gt;
&lt;br /&gt;
There are a few forum requests that need your or Zackmann's attention. It looks like it's been a few months. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 16:07, 10 April 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Adding to welcome discussion page. ==&lt;br /&gt;
&lt;br /&gt;
On the &amp;quot;Welcome&amp;quot; post to new users, I would recommend adding links to the  [[IMFDB Screencapping Guide]] and the [[IMFDB Style Guide]] in addition to the [[Rules, Standards and Principles]].  Links to those pages might be good to add to the main page as well.--[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 04:44, 20 May 2014 (EDT)&lt;br /&gt;
:Good idea --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 11:57, 21 May 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Image quality ==&lt;br /&gt;
&lt;br /&gt;
For some reason, the image quality on some of the images on several pages ([[NCIS - Season 1]] and [[NCIS: New Orleans - Season 1]]) are starting to look a little blurry.   Take a look at the SIG-Sauer P228 section in NCIS Season 1.  --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 04:07, 21 November 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
If you look at the fourth screenshot in the SIG-Sauer P228 of [[NCIS - Season 1]], these look significantly lower quality than the other ones on the page.  These are all HD images originally.   It's the image below that doesn't look good on the TV page.   If I change the thumbnail size, it then seems to correct itself.  I've looked at it in both Chrome and Firefox.  --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 12:24, 21 November 2014 (EST)&lt;br /&gt;
[[File:NCISS1 81.jpg|thumb|none|600px|Special Agent Anthony DiNozzo ([[Michael Weatherly]]) fires his P228 while on the target range in &amp;quot;Marine Down&amp;quot; (S1E09).]]&lt;br /&gt;
&lt;br /&gt;
== Reported attack site ==&lt;br /&gt;
&lt;br /&gt;
Yeah, we've got that going on again in chrome and firefox. Did we get some bad ads? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:39, 5 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Skype ==&lt;br /&gt;
&lt;br /&gt;
Hey, got someone trying to add me on Skype, is that you or just a random name bot that happened to pull your surname out of the hat? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 10:34, 16 December 2014 (EST)&lt;br /&gt;
&lt;br /&gt;
== Forum password reset ==&lt;br /&gt;
&lt;br /&gt;
It's kind of my own fault for forgetting my password, but the forum password reset function doesn't ever seem to actually send out a password reset email, I've tried a couple of times now and it never arrives. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 19:10, 22 December 2014 (EST)&lt;br /&gt;
:Any news with this? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 21:52, 9 January 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Site downtimes ==&lt;br /&gt;
&lt;br /&gt;
Heya, we've been having a few issues recently with the site going offline (Cloudflare throws up a 522 error with no cached page). Seems to mostly happen during the day GMT, which I guess is the early hours of the morning over there. Any idea what's happening? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 20:34, 17 March 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Forum Requests ==&lt;br /&gt;
&lt;br /&gt;
It's been almost a year since any new Forum Requests have been processed. If you need someone to help administer the forum and forum requests, I'll volunteer. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 01:29, 13 April 2015 (EDT)&lt;br /&gt;
:There's still about a year's worth of forum requests. I know you said that you're concerned with user's privacy, but as a forum admin, I'm already able to access private user information. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 07:57, 18 September 2015 (EDT)&lt;br /&gt;
test&lt;br /&gt;
::Thanks. I do see the Admin option at the bottom. Do I go into Moderate Users to create users? If so, it appears I don't have permission. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 18:20, 22 September 2015 (EDT)&lt;br /&gt;
:::Thanks. I'll try to get to the list today. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 07:27, 23 September 2015 (EDT)&lt;br /&gt;
== Main Page problems ==&lt;br /&gt;
&lt;br /&gt;
There have been some problems with getting to the Main Page recently.  If you try to access the main page by typing &amp;quot;imfdb.org&amp;quot; without being logged in, you get the &amp;quot;cached&amp;quot; copy problem screen.   However, I have been able to get around this by typing &amp;quot;imfdb.org/forum&amp;quot; and then logging in.   I have been using the Chrome browser.  Have you seen this problem? --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 18:36, 31 August 2015 (EDT)&lt;br /&gt;
: I too have been having the same issue last couple of days - Going to the main page directly prior to long-in also hits me with the 'cached' problem screen. I've been able to circumvent by going to other pages on the site (usually the recent changes page for me) and logging in from there. I use Firefox. Figured I'd mention it just in case. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 22:15, 31 August 2015 (EDT)&lt;br /&gt;
:: Bunni, yes, the problem seems to have gone away.  (Tried on Chrome and Microsoft Edge). --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 02:07, 1 September 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== I think we have a dodgy ad ==&lt;br /&gt;
&lt;br /&gt;
http://www.imfdb.org/wiki/Talk:Main_Page#Newsletter_notice [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 20:54, 22 October 2015 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Any idea what this is about? ==&lt;br /&gt;
&lt;br /&gt;
[[User:APITesting]]&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Need to edit a page to test API functionality. Specifically with the images.&lt;br /&gt;
&lt;br /&gt;
Upwork contractor.&lt;br /&gt;
&lt;br /&gt;
I'll be editing Excel Saga.&lt;br /&gt;
&lt;br /&gt;
25 words total and then some.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'm not sure what &amp;quot;API functionality&amp;quot; we'd need testing so I blocked in case it was a remarkably honest hacker, do you know this person at all? [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 03:41, 29 June 2016 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Imfdb stickers ==&lt;br /&gt;
&lt;br /&gt;
Hey Bunni, how has life been? I'm just wondering when those free imfdb stickers you've been advertising will be sent out, I put out the form a few weeks ago, and I still haven't got one that I know of, thanks.--[[User:Alienqueen11|Alienqueen11]] ([[User talk:Alienqueen11|talk]]) 16:57, 6 January 2017 (EST)&lt;br /&gt;
:Same here, glad to hear the stickers are being taken like hot cakes. Thanks for responding and letting me know.--[[User:Alienqueen11|Alienqueen11]] ([[User talk:Alienqueen11|talk]]) 02:49, 8 January 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== Main Page not working? ==&lt;br /&gt;
&lt;br /&gt;
There seems to be a problem when trying to access the main page before logging in. This happens both in IE and Chrome.  Please take a look at the &amp;quot;Main Page Not Working&amp;quot; discussion in the [[Talk:Main Page]] section. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 22:30, 17 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== forum ==&lt;br /&gt;
&lt;br /&gt;
Please create a forum account for me, thanks! ;)&lt;br /&gt;
&lt;br /&gt;
== Forum request ==&lt;br /&gt;
&lt;br /&gt;
I would like to join the forum. I made a request now little, but I think I did wrong - Dillvasconselos&lt;br /&gt;
:Done. --[[User:Funkychinaman|Funkychinaman]] ([[User talk:Funkychinaman|talk]]) 13:15, 24 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Not sure if this is the site or just new in Firefox ==&lt;br /&gt;
&lt;br /&gt;
Had my 180-daily logout and Firefox warned me the login page isn't secure (not https and all). Didn't do that last time, not sure if it's something they've added in the meantime or something that's changed on our end. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 12:01, 15 July 2017 (EDT)&lt;br /&gt;
:Chrome's going to start doing it too. Part of the push to a full https web. Nothing changed on our end. It will happen for search forms too.--[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 12:04, 15 July 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A thought ==&lt;br /&gt;
&lt;br /&gt;
Have you considered putting up a Patreon account to fund IMFDB's dastardly activities? I hear it's what all the cool kids do nowadays. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 08:23, 24 October 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Thanks! ==&lt;br /&gt;
&lt;br /&gt;
Thanks for fixing my accidental blocking, Bunni! Have a good one!&lt;br /&gt;
&lt;br /&gt;
Sincerely, [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 10:57, 6 October 2018 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Can't Sign In ==&lt;br /&gt;
&lt;br /&gt;
Have you experienced this? A few users have had problems signing in. The site says the &amp;quot;cookies are disabled&amp;quot;. There's also been a topic in the forum. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 15:55, 17 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
:To be exact, this problem seems to manifest between roughly 5am to about 11am GMT: trying to edit during this period brings up the message &lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Sorry! We could not process your edit due to a loss of session data. Please try again. If it still does not work, try logging out and logging back in.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:If you actually try this, you can't log back in: trying gets you a message saying that the site requires cookies to be enabled. In addition, during this period large pages do not fully load, and some pages display an error message when you try to look at their history. [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 13:43, 21 December 2018 (EST)&lt;br /&gt;
&lt;br /&gt;
==Mobile redirects==&lt;br /&gt;
Hello, for the past few months, some users including me have been having a weird issue when opening this specific website on mobile, as discussed [[Talk:Main Page#Weird redirects on mobile|here]]. It usually happens only once per day (sometimes for the first time in a day, although it's not always the case). In my case, when I open the link to the IMFDB recent changes (regardless of whether I'm logged in or not), I automatically get redirected to &amp;quot;sslgateways.com&amp;quot; followed by a series of random letters and numbers, which itself proceeds to redirect me to strange websites including &amp;quot;tlgram.me&amp;quot; (although I always try to stop the loading process of such pages as fast as possible and reload the IMFDB link). Me and the other users who mentioned the issue are encountering this while using Chrome on Android devices (although it doesn't seem to be exclusive to Chrome, according to Lunar Watcher's last comment). Any idea what's exactly causing this, and if it can be fixed? --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 11:35, 26 February 2019 (EST)&lt;br /&gt;
:Android 8.0.0, and it's been happening on some Chrome versions including 71.0.3578.99 --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:38, 26 February 2019 (EST)&lt;br /&gt;
::I've been meaning to ask this earlier, but have you managed to find out exactly what's going on regarding this? Because it's still happening. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:01, 29 March 2019 (EDT)&lt;br /&gt;
:::Alrighty, thanks for the update! --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 09:03, 31 March 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Can't Sign In (Again 05/2019) ==&lt;br /&gt;
&lt;br /&gt;
It's happening again. The site says the &amp;quot;cookies are disabled&amp;quot; and won't sign me in, usually after 5pm PST.   --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 22:34, 23 May 2019 (EDT)&lt;br /&gt;
:: Thanks. It seems to be working again. --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 01:03, 26 May 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Is it full again? ==&lt;br /&gt;
&lt;br /&gt;
Is the site out of memory again?  I can't log in at night.  --[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 19:32, 7 June 2019 (EDT)&lt;br /&gt;
::okay thanks for the update--[[User:Ben41|Ben41]] ([[User talk:Ben41|talk]]) 16:20, 9 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== John Wick ==&lt;br /&gt;
&lt;br /&gt;
Hey Bunni, there's a small issue with all namespaces (main articles, images, templates) that have &amp;quot;John Wick&amp;quot; as part of their name. It appears that the ad showing up at the top causes most of the text to be squeezed to the left side (easily seen [[John Wick: Chapter 3 - Parabellum|this article]], and it's been discussed at the end of its talk page). Is there any chance of fixing it? It's strange, since there is also an ad with the same width [[Call of Duty: Modern Warfare (2019)|there]], and yet it's not causing any problems. --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 18:14, 7 October 2019 (EDT) P.S.: The sslgateways.com redirects on mobile are now occurring again.&lt;br /&gt;
:Thanks! --[[User:Ultimate94ninja|Ultimate94ninja]] ([[User talk:Ultimate94ninja|talk]]) 16:07, 14 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Having trouble getting in contact. ==&lt;br /&gt;
&lt;br /&gt;
Hey I've sent you an email before but no response, might be an issue on my part, send me an email on devakitty@jubii.dk&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Forum_Request&amp;diff=1306803</id>
		<title>Talk:Forum Request</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Forum_Request&amp;diff=1306803"/>
		<updated>2019-11-07T18:27:25Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;; Example Request&lt;br /&gt;
&lt;br /&gt;
Please create a forum account for me, thanks! --[[User:Bunni|bunni]] ([[User talk:Bunni|talk]]) 16:22, 28 April 2014 (EDT)&lt;br /&gt;
&lt;br /&gt;
Please create a forum account for me, thanks!--[[User:DevaKitty|DevaKitty]] ([[User talk:DevaKitty|talk]]) 13:27, 7 November 2019 (EST)&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_3&amp;diff=1306798</id>
		<title>Battlefield 3</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_3&amp;diff=1306798"/>
		<updated>2019-11-07T17:50:22Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* MP-443 Grach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield 3&lt;br /&gt;
|picture=Battlefield 3 (2011) cover.jpg&lt;br /&gt;
|caption=PC Boxart&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=2011&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&lt;br /&gt;
|publisher=EA&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[file:Battlefield-3-back-to-karkand-pc-boxart.jpg|thumb|right|320px|''Battlefield 3: Back to Karkand'' (2011) DLC.]]&lt;br /&gt;
[[file:Battlefield-3-close-quarters-dlc-cover-hd.jpg|thumb|right|320px|''Battlefield 3: Close Quarters'' (2012) DLC.]]&lt;br /&gt;
[[file:Battlefield 3 armored kill.jpg|thumb|right|320px|''Battlefield 3: Armored Kill'' (2012) DLC.]]&lt;br /&gt;
[[file:Battlefield-3-aftermath-cover.jpg|thumb|right|320px|''Battlefield 3: Aftermath'' (2012) DLC.]]&lt;br /&gt;
[[file:Bf3 EndGame.jpg|thumb|right|320px|''Battlefield 3: End Game'' (2013) DLC.]]&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 3''''' (also known as '''''BF3''''') is the twelfth installment of the ''[[Battlefield]]'' series. The game was developed by the Swedish company Digital Illusions Creative Entertainment (DICE) and published by Electronic Arts in 2011 for the PC, PS3 and Xbox 360. The game is powered by the proprietary Frostbite 2 engine, a further development of the engine used in the ''Bad Company'' games.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Battlefield 3'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Unlike earlier DICE games like ''[[Battlefield: Bad Company 2]]'' and ''[[Medal of Honor (2010)|Medal of Honor]]''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s multiplayer, weapons in ''Battlefield 3'' correctly track + 1 in the chamber and have correct chambering reload animations during empty reloads.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
In the beginning of the single-player mission &amp;quot;Semper Fidelis&amp;quot; and &amp;quot;The Great Destroyer&amp;quot;, Blackburn acquires a [[Beretta M9]]. It can also be seen holstered on some US Marine throughout the single-player campaign. In multiplayer it is the starting handgun for US forces. In multiplayer, Players can unlock additional M9's outfitted with a Tactical Light and a Sound Suppressor separately as they level (rank) up.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[Image:BF3-M9-1.jpg|thumb|none|600px|Blackburn holds an M9 at the start of the introductory mission &amp;quot;Semper Fidelis.&amp;quot; This one of only two times in the entire campaign the player character has a sidearm.]]&lt;br /&gt;
[[Image:BF3-M9-4.jpg|thumb|none|600px|Iron sights of the Beretta M9.]]&lt;br /&gt;
[[Image:Bf3 m9 latarka reloading 1.jpg|thumb|none|600px|The player character in multiplayer reloads a Beretta M9 fitted with a flashlight.]]&lt;br /&gt;
[[Image:Bf3_M9_suppressed.jpg|thumb|none|600px|The M9 with a suppressor. Different classes of weapon use different suppressor models, but those models are shared among the weapons of that class. The only exceptions to this are the G3A3 and SCAR-H CQC, which use the same model as the sniper rifles because of their caliber.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;93R&amp;quot;===&lt;br /&gt;
The [[Beretta M9|M9]]'s model is also modified to be the [[Beretta 93R|&amp;quot;93R&amp;quot;]] in the game. The weapon is given a 93R's muzzle brake and folding foregrip, as well as being able to fire 3-round bursts, and uses 20 round magazines, can be unlocked as a sidearm in Co-Op requiring a 86,000 Co-Op Score.&lt;br /&gt;
[[Image:Beretta92FS ExtR.jpg|thumb|none|400px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Beretta93-1-.jpg|thumb|none|400px||An actual Beretta 93R for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:Bf3 93r holding.jpg|thumb|none|600px|The Beretta is incorrectly depicted in-game.]]&lt;br /&gt;
[[File:Bf3 Beretta 93R aim.jpg|thumb|none|600px|Iron sights of the Beretta.]]&lt;br /&gt;
[[Image:Bf3 93r slide locked.jpg|thumb|none|600px|Better look at the Beretta.]]&lt;br /&gt;
[[Image:Bf3 93r reloading 2.jpg|thumb|none|600px|After replacing the magazine he operates the slide release; note the projecting base of the 20-round magazine and the two-handed grip used with this weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] is shown in an official screenshot for the Battlelog. Called &amp;quot;G17C&amp;quot;, although it is modeled after a standard Glock 17 as there are no compensator cuts on the top of the slide. It comes standard with a laser sight, while a variant that has both a laser sight and a suppressor is available as a later unlock. It is the only handgun that lets you equip two attachments at a time without either being a DICE developer, or having a certain DLC package. Also, all of the US Assault kit soldiers have a G17 in a chest holster in addition to whatever their selected sidearm is, and this G17 does not have a laser.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|A Generation 3 Glock 17 - 9x19mm]]&lt;br /&gt;
[[File:Bf3 Glock 17 holding.jpg|thumb|none|600px|The player character holding a Glock 17 fitted with a laser sight.]]&lt;br /&gt;
[[File:Bf3 Glock 17 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:Bf3 glock 17 laser reloading 1.jpg|thumb|none|600px|Reloading the Glock 17.]]&lt;br /&gt;
[[Image:BF3-Glock-1.jpg|thumb|none|600px|A dead PLR soldier with a Glock 17 at his side.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The third generation [[Glock 18]] appears as the &amp;quot;G18&amp;quot;. It has an extended magazine base that gives it a 19 round capacity. Interestingly enough in the beta, the suppressed Glock 18 is unlocked before the standard unsuppressed variant (though this has been fixed in the regular game and the unsuppressed version is unlocked at Rank 30 with the suppressed variant unlocked at 41). Note that the Battlelog picture (seen below) lacks a fire selector, but is actually different than that G17's picture. This is most likely because it is from an early build of the game, as it appears correctly in-game. It is an incredibly effective sidearm in close quarters, but is useless at medium range and beyond unless burst fired.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:BF3BLG18.jpg|thumb|none|600px|G18 Battlelog render.]]&lt;br /&gt;
[[File:BF3 Glock 18 holding.jpg|thumb|none|600px|First-person view of the Glock 18.]]&lt;br /&gt;
[[File:BF3 Glock 18 aiming.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:BF3G18reload.jpg|thumb|none|600px|Reloading; note the fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==MEU(SOC) Pistol==&lt;br /&gt;
The USMC variant of the M1911, the [[M45]], can be used if the player is a Battlefield Veteran or a member of the EA Gun Club. It is a standard M1911A1 with a three-hole trigger, a Springfield slide, commander-style hammer, beavertail grip safety, Pachmayr rubber grips, and uses 8 round magazines. It comes with additional variants that incorporate a Tactical Flashlight or Sound Suppressor. A variant with both aforementioned attachments (named ''M1911 S-TAC'') exist, but prior to the release of the ''End Game'' DLC, it was available only to DICE employees. For those with the DLC, a series of assignments need to be completed in order to unlock a final assignment, called &amp;quot;All about precision&amp;quot;. After completing it (which require 20 headshots with pistols), the pistol is unlocked.&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|MEU(SOC) Pistol - .45 ACP]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-1.jpg|thumb|none|600px|An American soldier with the MEU(SOC) pistol.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-5.jpg|thumb|none|600px|The tritium sights of the pistol. Here it's possible to see the lack of an ambidextrous safety.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-2.jpg|thumb|none|600px|The MEU(SOC) has its own unique reload animation, while all the other pistols use another generic animation. Here the magazine is ejected. Note the incorrect curved mainspring housing. Also note the A1 style safety, which is also incorrect.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-3.jpg|thumb|none|600px|Lining up a loaded magazine with the magwell. Note that the &amp;quot;MODEL 1911-A1&amp;quot; and &amp;quot;CAL.45&amp;quot; markings on the slide. This and the slanted serrations shows that it's a Springfield Armory made slide.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-4.jpg|thumb|none|600px|Top view of the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] revolver returns from ''Bad Company'' and ''Bad Company 2'' as an unlockable sidearm that can only be unlocked by achieving a 5000 Co-Op Score. Unlike in ''Bad Company 2'', the top break cartridge ejector is seen in full effect actually ejecting spent rounds as opposed to &amp;quot;flicking&amp;quot; them out. It is considerably different by having a slightly faster rate of fire and being more effective at close range compared to its larger .44 cousin.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:Bf3 MP-412 REX holding.jpg|599px|thumb|none|The player character in multiplayer holds an MP-412 REX.]]&lt;br /&gt;
[[File:Bf3 MP-412 REX aim.jpg|thumb|none|600px|Iron sights of the MP-412 REX.]]&lt;br /&gt;
[[File:Bf3 MP412 reload 1.jpg|thumb|none|600px|The automatic extractor in action.]]&lt;br /&gt;
[[File:Bf3 MP-412 REX reloading 2.jpg|thumb|none|600px|Inserting new .357 Magnum rounds with a speedloader.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
The [[MP-443 Grach]] returns from ''Bad Company 2'' and is the Russian faction's sidearm. In Multiplayer the player unlocks the Tactical Light and Sound Suppressor as they level up instead of by gaining kills with the weapon. Its 17-round capacity can be considered anachronistic, as Russian forces have switched to 18-round magazines in 2004.&lt;br /&gt;
[[Image:MP433Grach.jpg|none|thumb|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[Image:BF3-MP443-1.jpg|thumb|none|600px|Vladimir uses his MP-443 on one of Solomon's men.]]&lt;br /&gt;
[[Image:BF3-MP443-2.jpg|thumb|none|600px|Dmitri Mayakovsky aims his MP-443 at Blackburn.]]&lt;br /&gt;
[[File:Bf3 MP-443 Grach holding.jpg|thumb|none|600px|Holding the MP-443 Grach.]]&lt;br /&gt;
[[File:Bf3 MP-443 Grach aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Bf3 MP-443 Grach reloading 1.jpg|thumb|none|600px|Mid-magazine reload.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] appears as an unlockable sidearm, and can be fitted with a scope. Appears as &amp;quot;.44 Magnum&amp;quot;, one of the few weapons in game that does not go by its proper name. In the campaign, the antagonist Solomon uses one as his personal sidearm. In multiplayer, a variant with a PK-A scope is fittingly unlocked at Rank 44. It has a slow rate of fire, but is a powerful weapon.&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|400px|Taurus Model 44 with 6&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:BF3-Taurus44-1.jpg|thumb|none|600px|Solomon aims his Taurus Model 44 at Blackburn during the introductory level. Visible in the full-sized image is what appears to be an empty speedloader hovering in mid-air behind the weapon, just above Solomon's wrist.]]&lt;br /&gt;
[[Image:BF3-Taurus44-2.jpg|thumb|none|600px|Blackburn soon finds himself getting a closer look at the barrel.]]&lt;br /&gt;
[[Image:BF3-Taurus44-3.jpg|thumb|none|600px|Prior to the start of &amp;quot;Uprising,&amp;quot; Solomon is seen aiming his Taurus at an injured Marine.]]&lt;br /&gt;
[[File:Bf3 Taurus Model 44 holding.jpg|thumb|none|600px|FPS view of the &amp;quot;.44 Magnum&amp;quot;.]]&lt;br /&gt;
[[File:BF3 .44 reload (1).jpg|thumb|none|600px|Ejecting spent shells from the cylinder of a scoped Taurus Model 44.]]&lt;br /&gt;
[[File:BF3 .44 reload (2).jpg|thumb|none|600px|Using the speed loader to reload.]]&lt;br /&gt;
[[File:BF3 .44 reload (3).jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
A large number of weapons appear on dog tags associated with a similar weapon, weapon of the same family, weapon of the same category, or in a few cases, weapons that make no sense at all. As there are so many, the weapons found '''only''' on dog tags have been placed in their own category at the bottom of each class of weapon. This is to avoid confusion as to which weapons are actually in the game and which ones are only pictures.&lt;br /&gt;
[[Image:Battlefield 3 DogTag Pistols.jpg|thumb|none|599px|Dog Tag Pistols.]]&lt;br /&gt;
Beretta &amp;quot;93R&amp;quot; Dog Tag 100/500 kill - [[Beretta 93R]] / Fake [[Beretta M9|&amp;quot;92R&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Beretta M9 Dog Tag 100/500 kill - [[Beretta M9]] / [[Beretta M9]]&amp;lt;br&amp;gt;&lt;br /&gt;
Beretta M9 Suppressed Dog Tag 100/500 kill - [[Beretta M9]] / [[Beretta M9]]&amp;lt;br&amp;gt;&lt;br /&gt;
Glock 17 Dog Tag 100/500 kill - [[Glock 17]] / [[Glock 17]]&amp;lt;br&amp;gt;&lt;br /&gt;
Glock 18 Dog Tag 100/500 kill - [[Glock 18]] / [[Glock 18]]&amp;lt;br&amp;gt;&lt;br /&gt;
MEU (SOC) Dog Tag 100/500 kill - [[M1911A1]] / [[M45|MEU (SOC)]]&amp;lt;br&amp;gt;&lt;br /&gt;
MP-442 REX Dog Tag 100/500 kill - [[MP-412 REX]] / [[MP-412 REX]]&amp;lt;br&amp;gt;&lt;br /&gt;
MP-443 Grach Dog Tag 100/500 kill - [[MP-443 Grach]] / [[MP-443 Grach]]&amp;lt;br&amp;gt;&lt;br /&gt;
MP-443 Grach Suppressed Dog Tag 100/500 kill - [[Makarov PB]] / [[MP-443 Grach]]&amp;lt;br&amp;gt;&lt;br /&gt;
Taurus Model 44 Dog Tag 100/500 kill - [[Taurus Model 44]] / [[Taurus Model 44]]&amp;lt;br&amp;gt;&lt;br /&gt;
Handgun Mastery Dog Tag Handgun Medal 1 Time - [[Single Action Army|Single Action Army 1873]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;toe2toe&amp;quot; Dog tag - [[Beretta M9]] / [[MP-443 Grach]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Unlike previous games in the series, SMGs are all-class weapons, and not strictly limited to an Engineer/Spec Ops-type class.&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] boasts a large ammo capacity at 50+1, a high rate of fire, and excellent accuracy at the expense of suffering from low damage at long distance. The weapon is capable of being used by all four classes in multiplayer.&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[Image:BF3-P90-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a P90TR during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[File:BF3 P90 (1).jpg|thumb|none|600px|Aiming down the fictional default BUIS used on several weapons in ''Battlefield 3''.]]&lt;br /&gt;
[[File:BF3 P90 (2).jpg|thumb|none|600px|Reloading the P90.]]&lt;br /&gt;
[[File:BF3 P90 (3).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KA4==&lt;br /&gt;
The [[MP5K|MP5KA4]] is added to BF3 via ''Close Quarters'' DLC, called M5K in BF3, comes standard with a 15 round magazine that incorrectly holds 20 rounds. However, the Extended Mags attachment gives it a 30 round magazine with the correct ammo count. Note that in Battlelog, its render is a MP5KN with the fire selector on safe, but in-game it is a MP5KA4 with the fire selector on full-auto. A correct three-round burst mode was added in a patch around the time of release for the ''Armored Kill'' expansion.&lt;br /&gt;
[[image:MP5KA4.jpg|thumb|none|400px|MP5KA4 - 9x19mm]]&lt;br /&gt;
[[file:bf3 m5k idle.jpg|thumb|none|600px|The &amp;quot;M5K&amp;quot; in ''Battlefield 3''.]]&lt;br /&gt;
[[File:Bf3 Heckler &amp;amp; Koch MP5KA4 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:bf3 m5k reload1.jpg|thumb|none|600px|Pulling the bolt back]]&lt;br /&gt;
[[file:bf3 m5k reload2.jpg|thumb|none|600px|Inserting a new magazine]]&lt;br /&gt;
[[file:bf3 m5k reload3.jpg|thumb|none|600px|Performing an HK slap]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[H&amp;amp;K MP7A1]] can be unlocked and used by any kit. It can use either a 20- or 40-round magazine. It must be unlocked in the Co-Op mode, requiring 34,000 Score. It does low damage to enemies, but has a very high rate of fire and manageable recoil to balance it out. An interesting thing to note is that this weapon has separate reload animations for the 20 and 40 round magazines (the 20 round magazine is dropped via the use of gravity, while the 40 round magazine is manually removed). The &amp;quot;reload-from-empty&amp;quot; animation on the MP7 has the player thumb an invisible bolt release, not reaching far enough to tab the lever.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[Image:BF3-MP7-4.jpg|thumb|none|600px|Blackburn holds an MP7A1 with suppressor, EOTech sight and 40-round extended magazine during the mission &amp;quot;Night Shift.&amp;quot; Note the BUIS are retained even with an optic added.]]&lt;br /&gt;
[[Image:BF3-MP7-1.jpg|thumb|none|600px|Blackburn loads a new 40-round magazine into his MP7A1 as he is menaced by a series of incomprehensible graffiti tags.]]&lt;br /&gt;
[[Image:BF3-MP7-2.jpg|thumb|none|600px|The 20-round magazine for the MP7A1 frequently glitches and fails to appear during the campaign; here in &amp;quot;The Great Destroyer&amp;quot; Blackburn reloads one with a large flash suppressor, IRNV scope and laser pointer...]]&lt;br /&gt;
[[Image:BF3-MP7-3.jpg|thumb|none|600px|...whereas earlier he just told his vanilla one to imagine it was full of bullets that were ''this'' big.]]&lt;br /&gt;
[[File:Bf3 Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|The default iron sights of the MP7 in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|H&amp;amp;K UMP45]] can be used by all four classes, and has an ammo capacity of 25 + 1. The game correctly depicts the UMP's single / 2 round burst / full auto firing modes.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:Rrt877 ump.jpg|thumb|none|600px|The UMP in multiplayer.]]&lt;br /&gt;
[[File:Bf3 Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:BF3-UMP-1.jpg|thumb|none|600px|Blackburn reloads his UMP during &amp;quot;The Great Destroyer,&amp;quot; wondering why he didn't have it the first time he went through this section. Note the caution on the side of the weapon to read the owner's manual; while this makes some sense on this level where the UMPs are seen in the hands of terrorists, the warning is still present even in &amp;quot;Operation Guillotine&amp;quot; when the UMPs are used by the US military; military UMPs should not have it.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon|PP-19 Bizon-2]] is included in the ''Back to Karkand'' expansion pack, and can be used by any kit. The weapon features a slightly inaccurate magazine capacity of 54 rounds (+ 1 in the chamber), whereas the real life 9x19mm Parabellum helical magazine has a max capacity of 53. However, the PP-19 in-game is chambered in the 9x18mm Makarov, although the lower magazine capacity could very well be for balancing purposes, as DICE may have felt 64 rounds in an SMG would be a tad unfair. Also to note, the PP-19 is the only 9x18mm Makarov weapon in the game.&lt;br /&gt;
[[Image:Bizon9x18.jpg|thumb|none|400px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[Image:BF3-PP19-1.jpg|thumb|none|600px|PP-19 Bizon-2 on the customise menu. Note that the 9x19mm caliber was changed to 9x18 in a patch.]]&lt;br /&gt;
[[file:bf3 bizon idle.jpg|thumb|none|600px|The PP-19 in idle, looking rather ridiculous with a PK-A 3x scope and an enormous flash suppressor.]]&lt;br /&gt;
[[file:bf3 bizon reload.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:bf3 bizon bolt.jpg|thumb|none|600px|Pulling the bolt to chamber a new round.]]&lt;br /&gt;
[[File:BF3 PP19 ads.jpg|thumb|none|600px|Iron sights of a camouflaged Bizon.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] returns from ''Bad Company 2'', feeling much more realistic this time around, with a more believable firing rate and packing a decent punch per shot, as opposed to the previous game, in which its firing rate was more akin to a Minigun and its power-per-shot around the area of lightly tossing a handful of pebbles at your opponent's face. Comes standard with a 20 round mag, and a 40 round extended mag can be unlocked.&lt;br /&gt;
[[Image:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[Image:BF3-PP2000-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds his PP-2000 after completing a HALO jump into Northern Iran at the start of the mission &amp;quot;Kaffarov.&amp;quot;]]&lt;br /&gt;
[[File:Bf3 KBP PP-2000 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Bf3 KBP PP-2000 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Bf3 KBP PP-2000 reloading 2.jpg|thumb|none|600px|Cocking the PP-2000]].&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
For the first time in a main ''Battlefield'' series game (excluding spinoffs like ''[[Battlefield Play4Free]]''), shotguns can be iron-sighted, and like the SMGs, can be used in every kit. In addition, DICE made it so that their shotguns have considerable range, unlike most video games where you have to see the whites of the enemies' eyes for shotguns to be effective. &lt;br /&gt;
&lt;br /&gt;
In BF3, shotgun shells change color depending on which faction is using them; US Marines use red shells, and Russian Ground Forces use green shells.&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M1014]] semi-automatic shotgun is found in ''Battlefield 3''. Magazine capacities available are either the civilian legal 4+1, or the full-length 6+1 (Indicating the use of 3-inch magnum rounds. The full-length tube normally holds seven 2.75-inch rounds). When reloading from empty, the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly, just like the 870 MCS.&lt;br /&gt;
&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[Image:BF3-M1014-2.jpg|thumb|none|600px|M1014 near a dead bank worker at the end of the mission &amp;quot;Operation Guillotine&amp;quot;.]]&lt;br /&gt;
[[Image:BF3-M1014-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M1014 during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:Rrt877 m1014.jpg|thumb|none|600px|M1014 in MP.]]&lt;br /&gt;
[[Image:Rrt877 m1014 reload.jpg|thumb|none|600px|M1014 in MP, reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is one of the 10 guns appearing in the ''Close Quarters'' expansion pack. The weapon is restricted to pump action, and performs similarly to the 870MCS and has the same standard (4+1) and extended (6+1) capacities, but has a slower per-shell reload speed and each shell contains one less pellet than those of the 870. However, it's offset by a maximum rate of fire that is high enough to the point that the next shot can be fired way before the pump animation can finish, specifically at the brief moment where the action is fully to the rear.&lt;br /&gt;
&lt;br /&gt;
The SPAS is also one of the strangest weapons to appear on a different weapon's Dog Tag; it appears on the Dog Tag awarded for 100 kills with the USAS-12. Other than four capital letters followed by &amp;quot;-12&amp;quot;, both being 12-gauge, and that they were both in the ''[[Battlefield: Bad Company]]'' series, they have little in common. The ''Close Quarters'' DLC, which adds the SPAS-12, still has the USAS-12 displaying a SPAS-12 Dog Tag.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[file:bf3 spas idle.jpg|thumb|600px|none|SPAS-12 idle]]&lt;br /&gt;
[[file:bf3 spas iron.jpg|thumb|600px|none|The SPAS-12's iron sights]]&lt;br /&gt;
[[file:bf3 spas chamber.jpg|thumb|600px|none|Inserting a new round into the chamber]]&lt;br /&gt;
[[file:bf3 spas reload.jpg|thumb|600px|none|Continuing the reload. If you look closely, you can make out part of the word &amp;quot;gauge&amp;quot; on the shell.]]&lt;br /&gt;
&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
The [[M26 MASS]] can be used only in the Assault kit in the &amp;quot;Gadget 1&amp;quot; slot. It may be used either as a standalone weapon, or mounted on any of the assault rifles if said rifle is equipped with the underslung rail. It can fire buckshot, flechettes, FRAG-12 rounds, or slugs, same as the other shotguns. The AEK-971 and AN-94 cannot mount the M26 MASS despite having underslung rails as an available attachment, possibly because it would interfere with both weapon's particular reload animation. A model glitch exists on some weapons that mount the M26 MASS where the charging handle will stay up even when the weapon is not in use.&lt;br /&gt;
[[Image:XM26 2 highRes.jpg|thumb|none|450px|M26 MASS - 12 gauge, mounted on [[M4A1 carbine]] with C-More red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:XM26.jpg|thumb|none|400px|Standalone version of M26 MASS - 12 gauge]]&lt;br /&gt;
[[Image:BF3 Mass.jpg|thumb|none|600px|M26 standalone.]]&lt;br /&gt;
[[Image:Rrt877 mass mounted.jpg|thumb|none|600px|MASS mounted on an &amp;quot;M16A3&amp;quot; in multiplayer.]]&lt;br /&gt;
[[Image:Rrt877 mass mounted reloading.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
The [[Pancor Jackhammer]], called the &amp;quot;MK3A1&amp;quot;, is included in the ''Back to Karkand'' expansion pack, and can be used by any kit. The appearance is highly unrealistic since only two fully automatic prototypes were ever produced; obviously, it does not emulate the real weapon's problems with failing to cycle in full-auto. It feeds from a 8-round magazine or a 12-round extended magazine, both incorrect; the real weapon feeds from a 10-round revolver style cylinder and does not chamber a round to gain a +1 as portrayed in the game.&lt;br /&gt;
[[Image:Jackhammer.jpg|400px|thumb|none|Pancor Jackhammer - 12 gauge]]&lt;br /&gt;
[[Image:BF3-Jackhammer-1.jpg|thumb|none|600px|Jackhammer on the customisation screen. Note the erroneous suppressor attachment that has since been patched out of the Jackhammer's available accessories list.]]&lt;br /&gt;
[[Image:Pancor Jackhammer BF3.jpg|thumb|none|600px|The Pancor Jackhammer idle]]&lt;br /&gt;
[[Image:Pancor Mark III A1 BF3 Reload.jpg|thumb|none|600px|The Pancor Jackhammer reloading. This is one of the few games to correctly depict the actual reload of this weapon. The foregrip is pushed forward to unlock and drop the &amp;quot;ammo cassette&amp;quot; (cylinder magazine), a fresh ammo cassette is inserted, and a release button on the trigger guard is pressed to retract the foregrip and lock the ammo cassette in place.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870|Remington 870 MCS]] appears as the &amp;quot;870MCS&amp;quot;. The player pumps the shotgun very quickly, which makes it seem almost semi-automatic in-game, like a pump action combat shotgun should be. Magazine capacities are either the standard 4+1, or the extended 6+1. As with the M1014, when reloading from empty the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly.&lt;br /&gt;
[[Image:Remington_870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[Image:BF3-MCS-1.jpg|thumb|none|600px|Blackburn holds an 870 MCS with a tactical light during the mission &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-MCS-2.jpg|thumb|none|600px|One of Blackburn's starting weapons in &amp;quot;Operation Guillotine&amp;quot; is this Remington 870 MCS with a laser aiming module. Precisely what this is for when he has his Big Magic White Circle for aiming with is unclear.]]&lt;br /&gt;
[[Image:Bf3 870 aim.jpg|thumb|none|600px|Iron sights of the Remington 870 MCS.]]&lt;br /&gt;
[[File:Bf3_870MCS_Frag.jpg|thumb|none|600px|Firing a 12 gauge fragmentation round from the 870. It looks impressive and can suppress enemies well, but it does about as much damage as a firecracker without a direct hit.]]&lt;br /&gt;
[[File:BF3_chamberload_870mcs_ext_mag.jpg|thumb|none|600px|Chamberloading an 870 that has an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] returns from ''Battlefield 2'' and is the second semi-auto shotgun unlocked. Magazine capacities are either the standard 6+1, or an extended 10+1 (originally 5+1 standard, and 8+1 extended, following the maximum factory capacity, changed after the 4th update).&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|450px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[Image:BF3-Saiga-1.jpg|thumb|none|600px|Blackburn holds a rather beat-up camouflaged Saiga 12K during the mission &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-Saiga-2.jpg|thumb|none|600px|The mission &amp;quot;Kaffarov&amp;quot; can be a little on the strange side at times; here Dmitri Mayakovsky holds a Saiga 12K fitted with a laser aiming module and PK-AS optic, watching in bemusement as shooting the windshield of a car makes two men who had clipped inside it dramatically leap through the roof. For a finishing touch, the car exploded immediately afterwards.]]&lt;br /&gt;
[[Image:BF3-Saiga-3.jpg|thumb|none|600px|Wary of any other weirdness, Dmitri reloads his Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
==SWD/Cobray Street Sweeper / Armsel Protecta Hybrid==&lt;br /&gt;
A hybrid of the [[SWD/Cobray Street Sweeper]] and the [[Armsel Protecta]] is included in ''Battlefield 3''. It features semi-automatic fire, has a thin winding key on the front of the drum magazine, and lacks a rear-mounted drum advance lever, which are features of the Street Sweeper, while it also has the Protecta's automatic shell ejection capabilities and therefore its large shell deflector (the Street Sweeper had to manually eject fired shells with an ejector rod, like a [[Colt Single Action Army]]). Conceptually, the hybrid is similar to Sentinel Arms' treatment of the Armsel Striker in their Striker-12, but the weapon lacks the Striker-12's unique thumb tab.&lt;br /&gt;
&lt;br /&gt;
The weapon is referred to as the &amp;quot;DAO-12&amp;quot;, as it was in ''[[Battlefield 2]]''; this stands for &amp;quot;double action only, 12 gauge&amp;quot; and is a ''description'' of the weapon rather than a correct name for it. The name was kept as an homage to ''Battlefield 2''. The weapon has an incorrect capacity of 8-rounds by default, but the correct 12 if the extended magazine attachment is used. This is most likely for balance, so players can't use a semi-auto, 12 round shotgun AND 3 attachments on top of that.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|400px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:Protecta.jpg|thumb|none|400px|Armsel Protecta with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:BF3-Streetsweeper-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a DAO-12 fitted with a Kobra reflex sight at the start of the mission &amp;quot;Kaffarov.&amp;quot;]]&lt;br /&gt;
[[File:Bf3 Cobray Street Sweeper aim.jpg|thumb|none|600px|Iron sights of the DAO-12.]]&lt;br /&gt;
[[File:Bf3 Cobray Street Sweeper reloading 2.jpg|thumb|none|600px|To reload, the player character tilts the weapon to the side... (note the shell deflector characteristic of the Protecta)]]&lt;br /&gt;
[[File:Bf3 Cobray Street Sweeper reloading 1.jpg|thumb|none|600px|...and inserts the shells one at a time via the loading gate. The process is incorrect because the drum is never rotated after loading a round; DICE apparently assumed that the drum would automatically rotate during reloading like when firing, when in reality it has to be rotated manually while reloading (the reload is corrected in BF4). Note &amp;quot;12 GAUGE&amp;quot; and a fragmentation symbol visible on the shells.]]&lt;br /&gt;
[[File:BF3 DAO-12 winding.jpg|thumb|none|600px|At the start of an empty reload, the character winds the drum before loading it.]]&lt;br /&gt;
&lt;br /&gt;
==USAS-12==&lt;br /&gt;
The [[USAS-12]] is the only full-auto shotgun in-game, barring the MK3A1 Jackhammer in ''Back to Karkand''. The magazine capacity is incorrectly 6+1 by standard or the correct 10+1 with the extended magazines equipped, most likely for balance, same as the Striker. When optics are attached, the carry handle is replaced by a strip of rails, meaning that the weapon becomes visually identical to the WM-12, an American semi-auto clone of the USAS-12. Like all shotguns, it can utilise standard Buckshot, Slugs, Flechettes and explosive FRAG-12 rounds as well as fit a variety of accessories and attachments. &lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 with 10-round magazine - 12 gauge]]&lt;br /&gt;
[[File:WM-12.jpg|thumb|none|400px|Ameetec Arms WM-12 - 12 gauge]]&lt;br /&gt;
[[Image:Bf3 usas12 holding.jpg|thumb|none|600px|The player character holds a USAS-12, vowing that nobody will take the last sun lounger from him.]]&lt;br /&gt;
[[Image:Bf3 usas12 aim.jpg|thumb|none|600px|Iron sights of the USAS-12.]]&lt;br /&gt;
[[Image:BF3-USAS-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads his USAS-12, which, according to the trademarks, was made by &amp;quot;Baewoo Brecisions&amp;quot; of Korea.]]&lt;br /&gt;
[[Image:Bf3 usas12 reloaded 2.jpg|thumb|none|600px|After replacing the magazine, the player character pulls on the charging handle. Note the deserted left side dust cover, compared to the image above.]]&lt;br /&gt;
[[Image:Bf3 usas12 world.jpg|thumb|none|600px|Icon and world model for the USAS-12. Note that the world model has no sights and no magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
[[Image:Battlefield 3 DogTag Shotguns.jpg|thumb|none|600px|Dog Tag Shotguns.]]&lt;br /&gt;
Benellli M1014 Dog Tag 100/500 kill- [[Benelli M1014]] / [[Benelli M1014]]&amp;lt;br&amp;gt;&lt;br /&gt;
Franchi SPAS-12 Dog Tag 100/1000 kill - [[SPAS-12]] / [[SPAS-12]]&amp;lt;br&amp;gt;&lt;br /&gt;
M26 MASS Dog Tag 100/500 kill - [[M26 MASS]] / [[M26 MASS]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pancor Jackhammer Dog tag 100/500 kill - [[Pancor Jackhammer]] / [[Pancor Jackhammer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Remington 870 MCS Dog Tag 100/500 kill - [[Remington 870|Remington 870 MCS]] / [[Remington 870|Remington 870 MCS]]&amp;lt;br&amp;gt;&lt;br /&gt;
Saiga 12K Dog Tag 100/500 kill - [[Saiga-12K]] / [[Saiga-12K]]&amp;lt;br&amp;gt;&lt;br /&gt;
SWD / Cobray Street Sweeper Dog Tag 100/500 kill - [[SWD/Cobray Street Sweeper]] / [[SWD/Cobray Street Sweeper]]&amp;lt;br&amp;gt;&lt;br /&gt;
USAS-12 Dog Tag 100/500 kill - [[SPAS-12]] / [[USAS-12]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
==5.56A-91==&lt;br /&gt;
The [[5.56A-91]] appears as part of the incredibly vague &amp;quot;Compact Assault Rifle&amp;quot; classification, and thus is used by the Engineer kit. It does not have its 40mm grenade launcher. It is the successor to the [[9A-91]] from ''Bad Company 2'', albeit firing the 5.56mm NATO round instead of the 9A-91's 9x39mm one. Called &amp;quot;[[A-91]]&amp;quot; in the game, which refers to the 7.62x39mm variant.&lt;br /&gt;
[[File:5.56A-91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[Image:BF3-A91-1.jpg|thumb|none|600px|Dmitri Mayakovsky looks at fellow GRU agent Vladimir holding a 5.56A-91 as they go to work at the start of &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:Rrt877 a-91.jpg|thumb|none|600px|5.56A-91 in MP.]]&lt;br /&gt;
[[Image:Rrt877 a-91 reloading.jpg|thumb|none|600px|5.56A-91 in MP reloading.]]&lt;br /&gt;
&lt;br /&gt;
==AEK-971==&lt;br /&gt;
The [[AEK-971]] is an unlock for the Assault kit.&lt;br /&gt;
[[Image:aek971_545.jpg|thumb|none|450px|AEK-971 (current model) with folding stock - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AEK-1.jpg|thumb|none|600px|Blackburn holds an AEK-971 near the start of the mission &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3 AEK971.jpg|thumb|none|600px|AEK-971 in ''Battlefield 3'' with Kobra Red dot sight and foregrip attached. Note that because of a glitch, both the indirect flightpath crosshair and the standard crosshair appear when switching rapidly between the grenade launcher and primary weapon. Switching to secondary weapon and back again fixes this issue.]]&lt;br /&gt;
[[Image:Rrt877 aek2 reload.jpg|thumb|none|600px|AEK-971 in MP, reloading.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74M==&lt;br /&gt;
The [[AK-74M]] is the standard assault rifle used by the Russian Assault kit. It is very accurate and has minimal recoil, but suffers from reduced damage compared to the M16A3.&lt;br /&gt;
[[Image:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AK-1.jpg|thumb|none|600px|Blackburn holds an AK-74M equipped with a PSO-1 scope during &amp;quot;Operation Swordbreaker.&amp;quot; Weapons on the ground do not show their attachments or have text signifying what they have attached, meaning occasionally picking up a boring-looking vanilla weapon will result in the player character producing Excalibur as here.]]&lt;br /&gt;
[[Image:Bf3 ak-74m aim.jpg|thumb|none|600px|Iron sights of the AK-74M.]]&lt;br /&gt;
[[Image:Bf3 ak-74m reloading 1.jpg|thumb|none|600px|Blackburn reloads his AK-74M; note the tape grip around the magazine. Also note the incorrectly modeled fixed stock, lacking both its side-folding hinge and release button.]]&lt;br /&gt;
[[Image:Bf3 ak-74m reloading 2.jpg|thumb|none|600px|After that, he flips the weapon over and pulls on the charging handle.]]&lt;br /&gt;
[[Image:Bf3 ak-74m world.jpg|thumb|none|600px|Icon and world model of the AK-74M.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is used by the Engineer kit in multiplayer, and is the starting weapon for Russian Engineers.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AKS-74U-1.jpg|thumb|none|600px|Blackburn wrestles with one of Solomon's men during the introductory mission &amp;quot;Semper Fidelis.&amp;quot; On the Xbox 360 version before the ''Back to Karkand'' update, this terrorist was instead armed with a UMP45, but still gives Blackburn an AKS-74U when he dies.]]&lt;br /&gt;
[[Image:BF3-AKS-1.jpg|thumb|none|600px|At the start of the mission &amp;quot;Uprising,&amp;quot; Blackburn relieves a PLR soldier of this AKS-74U with a Kobra reflex sight, suppressor and tactical light.]]&lt;br /&gt;
[[Image:Rrt877 aks74u reloading.jpg|thumb|none|600px|AKS-74U in multiplayer, note the the odd milled/stamped steel hybrid receiver, showing this is the same model from the ''Bad Company'' series.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] returns from the ''Bad Company'' series. The AN-94's dual-rate full-auto mode is correctly depicted in ''Battlefield 3''. In multiplayer, when set to burst, the weapon fires an 1800RPM 2-round burst, and when set to full auto, it fires the first two shots at 1800RPM, while the rest are fired at 600RPM. In the single-player campaign, the 2 round burst is shown to incorrectly fire at the 600 rpm as opposed to the correct 1800 rpm.&lt;br /&gt;
&lt;br /&gt;
The AN-94 starts in 2-round burst mode by default. Before a patch, the weapon lacked the semi-automatic mode found on the real weapon, instead featuring only the 2-burst and full-auto modes.&lt;br /&gt;
&lt;br /&gt;
An interesting note is that the player character uses the Speed Reload technique when reloading the AN-94, where he pushes the mag release and flicks the magazine out with another magazine, the same applies to the AEK-971.&lt;br /&gt;
&lt;br /&gt;
[[Image:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|450px|none|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AN94-1.jpg|thumb|none|600px|Blackburn holds an AN-94 equipped with a PKS-07 long-range scope as he looks over an airdropped Russian D-30 122mm howitzer during the mission &amp;quot;Rock and a Hard Place.&amp;quot;]]&lt;br /&gt;
[[File:BF3 AN-94 (1).jpg|thumb|none|600px|Iron sights of the AN-94.]]&lt;br /&gt;
[[File:BF3 AN-94 (2).jpg|thumb|none|600px|Inserting the new magazine after kicking out the old one...]]&lt;br /&gt;
[[File:BF3 AN-94 (3).jpg|thumb|none|600px|...and chambering the first round.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears as an all kit weapon, most likely due to its small size and unique integrated suppressor, making it too specialized for any specific kit. The March 2012 update added the option of using extended 30-round box magazines (the largest box mag available for the VSS/AS Val/SR-3 rifles) instead of the standard 20-rounders. However, the gun is still modelled with a 20-round magazine even with the extended magazine equipped.&lt;br /&gt;
[[Image:As val1.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[Image:BF3-ASVal-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds his starting weapon, an AS Val assault rifle with a Kobra reflex sight, during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-ASVal-2.jpg|thumb|none|600px|Kiril holds his AS Val near the end of &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[File:BF3 AS VAL (1).jpg|thumb|none|600px|Aiming the AS Val.]]&lt;br /&gt;
[[File:BF3 AS VAL (2).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF3 AS VAL (3).jpg|thumb|none|600px|Charging the Val.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4LE Carbine==&lt;br /&gt;
Two versions of the [[M4 Carbine]] are found: the full-auto &amp;quot;M4A1&amp;quot; and the 3-round burst &amp;quot;M4&amp;quot;. However, they are modeled after the civilian M4LE, as evidenced by the Safe/Fire selector switch. The model features a KAC RIS handguard, Crane SOPMOD stock, Hogue pistol grip, M16A1 flash hider, and Magpul Ranger Plates. In singleplayer, the &amp;quot;M4A1&amp;quot; is commonly seen in the hands of the main character. In multiplayer, being a carbine, the M4s are used by the Engineer kit. The &amp;quot;M4A1&amp;quot; is the starting weapon for US Engineers, while the &amp;quot;M4&amp;quot; is unlocked at 40,000 Engineer score.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the first &amp;quot;Fault Line&amp;quot; trailers showed the player rack the charging handle during an empty reload, which was changed to a press of the bolt release from the Operation Metro trailer onwards and into the release version.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt M4LE Carbine.jpg|thumb|none|450px|Colt M4LE Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|An actual M4A1, for comparison - 5.56x45mm. This one is fitted with an Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard, and vertical forward grip.]]&lt;br /&gt;
[[File:BF3-M4-1.jpg|thumb|none|600px|Blackburn holds an &amp;quot;M4A1&amp;quot; during &amp;quot;Operation Swordbreaker.&amp;quot;]]&lt;br /&gt;
[[File:BF3-M4-2.jpg|thumb|none|600px|Blackburn reloads his carbine. &amp;quot;For law enforcement / military use&amp;quot; is printed on the side of the EOTech optic.]]&lt;br /&gt;
[[File:BF3-M4-3.jpg|thumb|none|600px|Reloading with the rifle in shadow reveals a snake-like design engraved on the mag well; this is present in ''Medal of Honor'', though as a dark shape that shows up in light rather than a silvery etching that only shows up in the dark. Also note how the semi-auto position reads &amp;quot;Fire&amp;quot;, meaning it was modeled on a civilian M4 variant.]]&lt;br /&gt;
[[File:Bf3 Colt M4A1 holding.jpg|thumb|none|600px|The M4 in multiplayer without any attachment.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Sporter Competition==&lt;br /&gt;
Both the 3-round burst &amp;quot;[[M16A4]]&amp;quot; and the full-auto &amp;quot;M16A3&amp;quot; are in fact modeled after the civilian Colt Sporter Competition, since they have a Safe/Fire selector switch, and they lack a bayonet lug. The model features an [[M16A1]] flash hider, a KAC RIS handguard with a rail cover on the right side rail, a Hogue pistol grip, a Magpul loop on the magazine, and a cloth sleeve wrapped around the stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; is the standard assault rifle used by the US Assault kit, and can be unlocked for the Russian Assault at 220,000 Assault points; the &amp;quot;M16A4&amp;quot; meanwhile is unlocked for both factions at 89,000 Assault points.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M16A4&amp;quot; was one of the first weapons to be shown in early gameplay footage, but was lacking rear iron sights and optical sights; these were added later on. Some later footage showed the M16 with the gas block missing when mounting sights, but this too was corrected in the final release.&lt;br /&gt;
[[File:Colt Sporter Competition.jpg|thumb|none|450px|Colt Sporter Competition with magazine removed - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|An actual M16A4, for comparison - 5.56x45mm NATO. This is the USMC style setup, an M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope.]]&lt;br /&gt;
[[File:BF3-M16-1.jpg|600px|thumb|none|Blackburn holds his &amp;quot;M16A3&amp;quot; during Operation Swordbreaker.]]&lt;br /&gt;
[[File:Bf3 m16a3 aim.jpg|thumb|none|600px|Iron sights of the &amp;quot;M16A3&amp;quot;.]]&lt;br /&gt;
[[File:BF3-M16-2.jpg|600px|thumb|none|A Marine reloads his &amp;quot;M16A3&amp;quot; with a mounted Trijicon ACOG scope in multiplayer.]]&lt;br /&gt;
[[File:Bf3 m16a4 world.jpg|thumb|none|600px|Icon and world model of the &amp;quot;M16A3&amp;quot; in Single Player (note that the front sight and gas block are missing, while in the first person model they are present).]]&lt;br /&gt;
&lt;br /&gt;
==DIO KH2002 Sama==&lt;br /&gt;
Befitting the Iranian setting, the [[DIO KH2002|DIO KH2002 Sama]] bullpup assault rifle is one of the weapons in the game. The improved foregrip of the Sama model only appears if the Foregrip attachment is used in multiplayer. The in-game model fires 30 rounds form a 20 round STANAG magazine, however.&lt;br /&gt;
&lt;br /&gt;
In campaign mode, the weapon is often found in the hands of Iranian Army soldiers after the PLR's hostile takeover. It fires in single shot and 3-round burst firing modes, and uses Russian optics. It can be unlocked for multiplayer use with a 17,000 co-op score. &lt;br /&gt;
[[Image:Kh2002 2009 improved.jpg|thumb|none|400px|Iranian Defense Industries Organization (DIO) KH2002, improved 2009 model - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-KH2002-1.jpg|thumb|none|600px|Blackburn holds a KH2002 during the mission &amp;quot;Uprising&amp;quot; as he discovers the exit.]]&lt;br /&gt;
[[Image:Bf3 kh2002 aim.jpg|thumb|none|600px|Iron sights of the KH2002.]]&lt;br /&gt;
[[Image:BF3-KH2002-2.jpg|thumb|none|600px|Blackburn reloads his KH2002, showing that the Khaybar variant used in the game is the 2009 model.]]&lt;br /&gt;
[[File:BF3 KH2002 reload.jpg|thumb|none|600px|Charging an ACOG scope-equipped KH2002.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
A [[FAMAS Valorisé]] (FAMAS Upgraded) is included in the ''Back to Karkand'' expansion pack, and can be used by the Assault kit. The weapon is incorrectly fitted with a G1/G2 trigger guard rather than the correct F1 style one and has had the bipod removed. In-game, the FAMAS uses the correct 25 round straight magazines.&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-FAMAS-1.jpg|thumb|none|600px|FAMAS Valorisé on the customization screen. Note the incorrect 30-round magazine capacity, which has since been patched.]]&lt;br /&gt;
[[Image:Rrt877 famas3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Rrt877 famas3 reload.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000]] returns from the ''Bad Company'' series, and has much more realistic statistics, most notably that it doesn't have a fire rate resembling a minigun. Due to its lack of an underslung rail, an M320 or M26 MASS will always be carried as a standalone if the F2000 is equipped. The F2000 can mount a bipod and foregrip like the other assault rifles.&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|400px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-F2000-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads an F2000 with EOTech reflex sight during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:1000px-BF3 F2000 Left Side.jpg|thumb|none|600px|The left side of the F2000 Tactical, note the FN trademarks.]]&lt;br /&gt;
[[Image:1000px-Bf3 2012-07-31 23-56-43-08.jpg|thumb|none|600px|The left side of the F2000 with Navy Blue Digital &amp;quot;camouflage&amp;quot;, folding bipod, EOtech sight, aftermarket flash hider, and what appears to be an intangible magwell.]]&lt;br /&gt;
[[Image:1000px-BF3 F2000 Iron Sight.jpg|thumb|none|600px|The F2000 iron sights.]]&lt;br /&gt;
[[Image:1000px-BF3 F2000.jpg|thumb|none|600px|The F2000 Tactical idle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The first generation FN Mk 17 Mod 0, or [[FN SCAR-H CQC]], is used by the Engineer kit In multiplayer. A modeling mistakes shows the fire selector switch set on semi-auto as the weapon itself fires on full-auto by default.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_SCAR_-1-.jpg|thumb|none|450px|First Gen Fabrique Nationale SCAR-H with M68 Aimpoint scope and Grippod foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Rrt877 mk17.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:BF3-SCAR-1.jpg|thumb|none|600px|Blackburn reloads his SCAR-H at the start of &amp;quot;Operation Guillotine.&amp;quot; Note that even though the weapon can fire in full-auto, the fire selector switch is set on semi-auto.]]&lt;br /&gt;
[[File:BF3 SCAR-H (1).jpg|thumb|none|600px|Pulling up the new magazine. This angle doesn't really happen with the SCAR-L reload.]]&lt;br /&gt;
[[File:BF3 SCAR-H (2).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The first generation FN Mk 16 MOD 0, or [[SCAR-L]], is an assault rifle added in the ''Close Quarters'' expansion pack and is issued to the Assault kit. It's weaker than its bigger brother the SCAR-H because of its smaller round, but it boasts a slightly higher rate of fire (620 rpm) and extremely controllable recoil. It's unlocked by completing the 'Set us up the Bomb' assignment, which involves killing 20 enemies with an underslung grenade launcher and 15 enemies with hand grenades.&lt;br /&gt;
[[Image:Scar l-1.jpg|thumb|400px|none|First Generation FN SCAR-L with M68 Aimpoint scope and Grippod foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF3_cq_SCAR_L_Iron.jpg|thumb|600px|none|The SCAR-L's iron sights]]&lt;br /&gt;
[[file:BF3_CQ_SCAR_l_reload.jpg|thumb|600px|none|The SCAR-L's reload. Note the selector switch is incorrectly set on single fire, but the charging handle is correctly in the locked back position since all rounds were expended.]]&lt;br /&gt;
[[file:BF3_SCAR_L_bolt.jpg|thumb|600px|none|Pressing the bolt release, which simultaneously sends the charging handle forward with the bolt. The game also correctly animates the reciprocating charging handle when firing the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36 (&amp;quot;MG36&amp;quot;)==&lt;br /&gt;
In the ''Back to Karkand'' expansion pack, a [[Heckler &amp;amp; Koch G36]] with G36C rails, bipods, and Beta C-Mag drums appears as the &amp;quot;MG36&amp;quot;; the actual MG36 did not have such a configuration, and was a rare weapon with a total production run of around 100 units, facts that were even mentioned in the description. Used by the Support kit, the C-Mag is limited to 50+1 and requires the &amp;quot;Extended Magazines&amp;quot; attachment in order to use its full 100+1 capacity.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg|thumb|none|450px|'''Airsoft''' G36 with G36C carrying handle and bipod - (fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:G36 CMag.jpg|thumb|none|450px|Configuration typically called &amp;quot;MG36;&amp;quot; actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-MG36-1.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; on the customization menu. Note the 12x sniper scope attached, in case you feel the need to give suppressive fire from 1000+ meters.]]&lt;br /&gt;
[[file:bf3 mg36 idle.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; idle, with a Beta C-mag that only holds 50 rounds]]&lt;br /&gt;
[[file:bf3 mg36 iron.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot;'s iron sights]]&lt;br /&gt;
[[file:bf3 mg36 reload1.jpg|thumb|none|600px|Inserting a fresh magazine]]&lt;br /&gt;
[[file:bf3 mg36 reload2.jpg|thumb|none|600px|Pulling the charging handle]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36C]] is seen in single player in the mission &amp;quot;Comrades&amp;quot;. The model is based from 2008's DICE game [[Mirror's Edge]]. It can fire semi, auto, or two-round burst. In multiplayer, the G36C being a carbine is used by the engineer kit and uses opaque magazines.&lt;br /&gt;
[[Image:G36CwForegrip.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C with vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-G36-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a G36C he took from a French police officer during the mission &amp;quot;Comrades.&amp;quot; Note That while the fire selector is in the correct position for fully automatic fire, the white position indicator is pointing to &amp;quot;safe&amp;quot;. It's greatly improved from Mirror's Edge's G36C.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[G3A3]] is available in both single and multiplayer. It is an actual H&amp;amp;K G3A3, and not an Iranian clone. It has a wide handguard, and the fire selector markings are S-E-F. The Iranian-manufactured version differs in that it utilizes a slimline handguard and has Farsi writing on the receiver. It can be unlocked for use in multiplayer by gaining 160,000 Co-Op score.&lt;br /&gt;
[[File:G3a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with wide handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-G3-1.jpg|thumb|none|600px|Blackburn holds a G3A3 with ACOG scope during the mission &amp;quot;Operation Swordbreaker.&amp;quot;]]&lt;br /&gt;
[[File:BF3-G3A3-Pickup.jpg|thumb|none|600px|The detailed pick-up icon for the G3A3.]]&lt;br /&gt;
[[Image:Bf3 g3a3 aim.jpg|thumb|none|600px|Iron sights of the G3A3.]]&lt;br /&gt;
[[Image:Bf3 g3a3 reloading 1.jpg|thumb|none|600px|Reloading the G3A3.]]&lt;br /&gt;
[[Image:Bf3 g3a3 world.jpg|thumb|none|600px|Icon and world model. Note the slightly mispositioned magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[HK416]] returns from ''Bad Company'' and ''Bad Company 2'' having a 10.4&amp;quot; barrel and OD furniture. It is the first unlock for the Assault kit and can have an M320 (which replaces the kit's Medkit) mounted as long as a grip or bipod are not. It once again appears as the &amp;quot;M416,&amp;quot; seemingly just because that's what it was called in the ''Bad Company'' games since it is no longer shown as a standardised US military weapon in singleplayer. At release, it featured semi-auto, burst, and full-auto modes, something that isn't typically possible with AR-15 type rifles and derivatives. A patch in December of 2011 removed the burst mode for PC, and as of the March 2012 patch, the Xbox 360 and PS3 version's M416 has it removed as well. The BF3 HK416 uses the older M4 Gen II style stock and a Tangodown pistol grip. Newer variants utilize HK's in-house stock and grip designs.&lt;br /&gt;
[[Image:Heckler and Koch 416.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with 10 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-HK416-1.jpg|thumb|none|600px|Blackburn runs with his HK416 with M320 grenade launcher, straight into a most unpleasant surprise. The Russian transport craft depicted is an Antonov An-22. The pilot of the Antonov is a big fan of ''[[Top Gun]]'' and is getting as much low-altitude fly-by practice in as he can before the real war starts.]]&lt;br /&gt;
[[Image:Bf3 hk416 holding.jpg|thumb|none|600px|A minor modeling error is present in the charging handle: the backside of the handle is completely solid. In reality, you would see a slot with the latch showing through on the left side. This mistake is not present in the M4/M16 models, but is present in the M27 and HK417 (both also HK designs).]]&lt;br /&gt;
[[Image:Bf3 hk416 aim.jpg|thumb|none|600px|Iron sights of the HK416.]]&lt;br /&gt;
[[Image:Bf3 hk416 reloading 1.jpg|thumb|none|600px|The player character reloads his HK416.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK53==&lt;br /&gt;
The [[HK53]] is included in the ''Back to Karkand'' expansion pack as the G53. It was listed in game under its original &amp;quot;HK53&amp;quot; name on the PS3 version until a patch altered it to G53 as used in the PC and X360 versions. It is a compact version of the HK33 rifle, and as a carbine, it can be used by the Engineer kit.&lt;br /&gt;
[[Image:H&amp;amp;KHK53-1.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK53 - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-HK53-1.jpg|thumb|none|600px|HK53 on the customization screen. This is a pre-patch screenshot from the PS3 version]]&lt;br /&gt;
[[Image:Rrt877 hk53.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Rrt877 hk53 reloading.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Assault kit. It features very high accuracy, low recoil and better hip-fire accuracy due to its bullpup configuration but suffers in close quarters due to its 650 RPM rate of fire. It also cannot mount an underslung M320 like it can in real life.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-L85-1.jpg|thumb|none|600px|L85A2 on the customisation screen.]]&lt;br /&gt;
[[file:bf3 l85 idle.jpg|thumb|none|600px|L85A2 idle, fitted with an ACOG sight and a bipod. Note the Picatinny rail mounted on top of the dovetail mount, which appears when alternate sights are used.]]&lt;br /&gt;
[[file:bf3 l85 reload.jpg|thumb|none|600px|Removing the empty magazine.]]&lt;br /&gt;
[[file:bf3 l85 bolt.jpg|thumb|none|600px|Moving to press the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR==&lt;br /&gt;
The [[Magpul PDR]], a compact bullpup assault rifle development of which was abandoned the year the game came out, appears as an all kit weapon. For unknown reasons, it appears as the &amp;quot;PDW-R&amp;quot; (most likely standing for Personal Defence Weapon-Rifle). Uses either 20 or 30 round polymer magazines, with 20 being the default option.&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|400px|none|Magpul PDR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-PDR-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads his PDR as he ponders the wisdom of Vladimir's &amp;quot;walking into a fire&amp;quot; plan.]]&lt;br /&gt;
[[File:BF3 PDR (1).jpg|thumb|none|600px|Pressing the magazine release on a PDR in multiplayer.]]&lt;br /&gt;
[[File:BF3 PDR (2).jpg|thumb|none|600px|Releasing the charging handle on a full reload.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95B==&lt;br /&gt;
The [[QBZ-95B]] is included in the ''Back to Karkand'' expansion pack, and, as a carbine, can be used by the Engineer kit.&lt;br /&gt;
[[Image:Qbz-95carb s.jpg|thumb|none|400px|Norinco QBZ-95B - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QBZ95B-1.jpg|thumb|none|600px|QBZ-95B on the customise menu.]]&lt;br /&gt;
[[Image:QBZ-95BF3.jpg|thumb|none|600px|The QBZ-95B idle.]]&lt;br /&gt;
[[Image:QBZ-95RELOADBF3.jpg|thumb|none|600px|Removing the spent magazine with a fresh one]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] appears in ''Battlefield 3'' with a railed handguard. The in-game model's serial numbers points to its modeling reference being a SIG SG 553-1 SP semi-auto only model (the one on the reference image below in particular), though the in-game weapon still has the automatic firing options of the standard SIG SG 553. In multiplayer, being a carbine, it is used by the Engineer kit. It can only be unlocked in Co-Op by achieving a score of 120,000. In the campaign mode, the SG 553 is found in two places. The first is in &amp;quot;Comrades&amp;quot;, where a police officer exiting the van has one, and the other one being found by the player after the train crashes in &amp;quot;The Great Destroyer&amp;quot;.&lt;br /&gt;
[[File:SIG SG 553-1 SP.jpg|none|thumb|400px|SIG SG 553-1 SP with railed handguard - 5.56x45mm]]&lt;br /&gt;
[[File:BF3-SG553-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a SIG SG 553 during the mission &amp;quot;Comrades&amp;quot; as he fights his way through a French police cordon.]]&lt;br /&gt;
[[File:BF3 SG553 Reload.jpg|thumb|none|600px|The SG553 being reloaded. Note the serial numbers being identical to the reference image above.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR]] joins the arsenal of ''Battlefield 3'' as part of the ''Close Quarters'' expansion pack and was first seen in the &amp;quot;Ziba Tower&amp;quot; gameplay video. It is named &amp;quot;ACW-R&amp;quot; (likely meaning 'Adaptive Combat Weapon - Rifle') much like the &amp;quot;PDW-R&amp;quot;. It boasts a high rate of fire with controllable recoil and features a 26 round capacity in a 30 round 5.56mm PMAG magazine. Developers have stated that the &amp;quot;ACW-R&amp;quot; in-game is chambered for 6.5x38mm Grendel, which explains the round capacity. Newer revisions of the Remington ACR have features not reflected in this game model, such as an angled / folding charging handle and an updated lighter-weight rail.&lt;br /&gt;
[[File:Bushmasteracrentry.jpg|thumb|none|450px|Remington ACR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:bf3 acr idle.jpg|thumb|600px|none|The &amp;quot;ACW-R&amp;quot; idle. Note the 26+1 magazine.]]&lt;br /&gt;
[[file:bf3 acr reload 1.jpg|thumb|600px|none|Removing an empty mag.]]&lt;br /&gt;
[[file:bf3 acr reload 2.jpg|thumb|600px|none|And inserting a fresh one. It is a polymer Magpul PMAG instead of the STANAG aluminum magazine.]]&lt;br /&gt;
[[file:bf3 acr bolt.jpg|thumb|600px|none|Pressing the bolt release to chamber a new round. A more efficient method would be to use your trigger finger, as the bolt release is ambidextrous. This was most likely done so the player can see the bolt being released.]]&lt;br /&gt;
[[File:RussianguywithACR.jpg|thumb|none|500px|A Russian Engineer fires his &amp;quot;ACW-R,&amp;quot; note the 14.5&amp;quot; barrel and the correct AAC Blackout flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3-CQC==&lt;br /&gt;
The [[Steyr AUG A3-CQC]] was added in the ''Close Quarters'' expansion pack. It serves a similar role to the M416, a stable gun with a steady 700 rpm rate of fire and easy to control recoil. The AUG A3-CQC is unique, as it's the only bullpup assault rifle that can mount an underslung weapon. It was first shown in the &amp;quot;Ziba Tower&amp;quot; gameplay trailer and in pre-release screenshots. It is very accurate and has controllable recoil, making it an effective assault rifle. It is unlocked by completing the &amp;quot;Shepard&amp;quot; assignment which involves 10 squad revives and 30 kills with assault rifles.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|400px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF3wallpaper.jpg|thumb|none|600px|The soldier in the foreground can be seen holding an AUGA3 (Note the tri-railed handguard and the placement of the charging handle) fitted with an EOTech 552 and KAC foregrip.]]&lt;br /&gt;
[[file:bf3 aug idle.jpg|thumb|600px|none|The AUG A3 idle. Note the underslung M320 grenade launcher.]]&lt;br /&gt;
[[file:bf3 aug iron.jpg|thumb|600px|none|The AUG A3's iron sights.]]&lt;br /&gt;
[[file:bf3 aug reload.jpg|thumb|600px|none|The AUG A3 mid-reload. Note how the M320 clips through the trigger guard of the AUG.]]&lt;br /&gt;
[[file:Bf3_2012-06-06_14-42-49-55.jpg|thumb|600px|none|Pressing the bolt release]]&lt;br /&gt;
&lt;br /&gt;
==MTAR-21==&lt;br /&gt;
The [[IMI Micro Tavor MTAR-21]] is a carbine added in the ''Close Quarters'' expansion pack. It features high recoil due to its short barrel and high rate of fire. In CQB it's capable of mowing down enemies with little trouble due to its 900 rpm rate of fire, but the recoil severely limits its long range capabilities.&lt;br /&gt;
[[file:Mtar-21.jpg|thumb|none|400px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
[[file:bf3 mtar idle.jpg|thumb|none|600px|The IMI MTAR-21 idle, fitted with a Trijicon RX01 reflex sight.]]&lt;br /&gt;
[[file:bf3 mtar reload1.jpg|thumb|none|600px|The MTAR-21 with its magazine removed. Note that since all rounds were expended, the charging handle is correctly shown in the rear position with the bolt locked back.]]&lt;br /&gt;
[[file:bf3 mtar reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[file:bf3 mtar bolt.jpg|thumb|none|600px|Pressing the bolt release, which sends the bolt and charging handle forward.]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
===M16A1===&lt;br /&gt;
The Dog Tag awarded for 500 kills with the M320/GP-30 shows an [[M203]] mounted to an [[M16A1]], complete with the heatshield handguard.&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The Dog Tag the player receives for 500 kills with the M16A3/A4 shows an [[M16A2]] instead.&lt;br /&gt;
&lt;br /&gt;
===FAMAS===&lt;br /&gt;
A [[FAMAS]] (G2?) appears on the Dog Tag awarded for 500 kills with the FAMAS.&lt;br /&gt;
&lt;br /&gt;
===FN F2000===&lt;br /&gt;
The standard version of the F2000, with its built in scope, appears on the 500 kill Dog Tag for the F2000 Tactical.&lt;br /&gt;
[[Image:Bf3 dogtag fn f2000 GL-1.jpg|thumb|none|400px|FN F2000 + FN GL-1. 100 kill.]]&lt;br /&gt;
&lt;br /&gt;
===FN Mk 16 Mod 0 (SCAR-L)===&lt;br /&gt;
100 Kills with either the SCAR-H carbine or the SCAR-L assault rifle earns the player a SCAR-L dog tag. The release of the ''Close Quarters'' DLC (which introduced the SCAR-L) has not brought along a proper dog tag for the SCAR-H.&lt;br /&gt;
[[Image:BF3_SCAR_L_dogtag.jpg|thumb|none|400px]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416===&lt;br /&gt;
[[Image:Bf3 dogtag hk416 m203.jpg|thumb|left|400px|Heckler &amp;amp; Koch HK416 + M203. 100 kill.]]&lt;br /&gt;
[[Image:Bf3 dogtag hk416.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416. 500 kill.]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
===SIG SG 553===&lt;br /&gt;
[[Image:Bf3 dogtag sg 553.jpg|thumb|none|400px|SIG SG 553. 100 kill.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch M27 IAR==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M27 IAR]] is the starting weapon for the US support class, and uses a 45-round extended magazine. It is shown with a 4-vent handguard, but the correct extended barrel for the version is shown, the handguard simply covering less of it.&lt;br /&gt;
[[Image:H&amp;amp;K M27 IAR.jpg|thumb|none|450px|Heckler &amp;amp; Koch M27 IAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-IAR-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M27 IAR equipped with a Trijicon RX01 reflex sight and tactical light in the mission &amp;quot;Kaffarov.&amp;quot;]]&lt;br /&gt;
[[Image:Rrt877 iar.jpg|thumb|none|600px|The modeling error of the charging handle backside being modeled completely solid can also be seen here, as on the HK416 and HK417.]]&lt;br /&gt;
&lt;br /&gt;
==LSAT Light Machine Gun==&lt;br /&gt;
The [[LSAT|LSAT Light Machine Gun]] is a light machine gun added to ''Battlefield 3'' through the ''Close Quarters'' expansion pack. In-game it uses the configuration that loads polymer-cased ammunition. It is unlocked by completing the &amp;quot;Point Blank&amp;quot; assignment, which involves 10 kills with C4 and 10 knife takedowns.&lt;br /&gt;
[[File:LSAT Prototype 2009.jpg|thumb|none|450px|LSAT Light Machine Gun prototype - 5.56mm Caseless]]&lt;br /&gt;
[[Image:bf3 lsat idle.jpg|thumb|none|600px|The LSAT LMG in idle]]&lt;br /&gt;
[[Image:bf3 lsat iron.jpg|thumb|none|600px|The LSAT LMG's iron sights. The rear sights are modeled after the KAC folding 600m.]]&lt;br /&gt;
[[Image:bf3 lsat reload1.jpg|thumb|none|600px|Pulling the charging handle to empty the chamber]]&lt;br /&gt;
[[Image:bf3 lsat reload2.jpg|thumb|none|600px|Removing the ammo box]]&lt;br /&gt;
[[Image:bf3 lsat reload3.jpg|thumb|none|600px|Feeding the ammo belt into the chamber]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] appears in the hands of some US Marines, and in the hands of the player character, fitted with an EOTech Holographic Weapon Sight (HWS). The weapon features a deployable bipod which can be used to increase accuracy during prolonged firing, at the cost of player mobility.&lt;br /&gt;
[[Image: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:BF3-M240-1.jpg|thumb|none|600px|One of Blackburn's fellow Marines, Montes, holds his M240B fitted with an M145 Machine Gun Optic.]]&lt;br /&gt;
[[File:BF3 M240B.jpg|thumb|none|600px|The player character in multiplayer holds an M240B with M145 Machine Gun Optic. The ammo box is fictional; it would block the ejection port in real life, and couldn't possibly be attached at all in reality because the M240B lacks the necessary parts to attach an ammo box on its bottom. The weapon is correctly shown only ejecting links to the right side, though.]]&lt;br /&gt;
[[File:BF3 M240 (1).jpg|thumb|none|600px|Aiming the M240B.]]&lt;br /&gt;
[[File:BF3 M240 (2).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload.]]&lt;br /&gt;
[[File:BF3 M240 (3).jpg|thumb|none|600px|Placing the belt into the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
==M249==&lt;br /&gt;
An [[M249]] is featured in the game, identified by its STANAG magazine well. It has a fixed buttstock, short paratrooper barrel, and the railed heat shield of the Mk 46 Mod 0. This configuration is typical of Airsoft &amp;quot;Mk 46&amp;quot; guns which have Mk 46 features but retain their STANAG wells.&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|450px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-M249-1.jpg|thumb|none|600px|Blackburn holds the hybrid SAW near the end of Operation Swordbreaker. Note the STANAG magazine well visible under the belt.]]&lt;br /&gt;
[[Image:BF3-SAW-1.jpg|thumb|none|600px|Blackburn sets up the bipod of his SAW.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4==&lt;br /&gt;
The [[M60E4]] is the last MG to be unlocked in the Support kit. Extended magazines gifts the weapon with a massive 200 round box and this is visually shown on the weapon when attached.&lt;br /&gt;
[[Image:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M60-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M60E4 with M145 Machine Gun Optic as Kaffarov's bodyguards have the brilliant idea of firing an RPG-7 indoors.]]&lt;br /&gt;
&lt;br /&gt;
==QBB-95==&lt;br /&gt;
The [[QBB-95]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Support kit. It uses 75-round drums, and has the highest capacity of any weapon in the game besides belt-fed LMGs.&lt;br /&gt;
[[Image:QBB95ds.jpg|thumb|none|450px|QBB-95 with 75-round drum magazine and Y/MA 95-002 scope - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QBB95-1.jpg|thumb|none|600px|QBB-95 on the customise menu.]]&lt;br /&gt;
[[file:bf3 qbb95 idle.jpg|thumb|none|600px|The QBB-95 fitted with a PKA-S holographic sight. Note the Picatinny rail added above the carrying handle, which normally has a dovetail mount for optics.]]&lt;br /&gt;
[[file:bf3 qbb95 reload.jpg|thumb|none|600px|Inserting a fresh drum magazine into the QBB-95. The carry handle appears to be modeled a bit more bulky than in reality.]]&lt;br /&gt;
[[file:bf3 qbb95 charge.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==QJY-88==&lt;br /&gt;
The [[Norinco QJY-88]] returns from ''Bad Company 2'', once again called the &amp;quot;Type 88&amp;quot;. This isn't wrong per se (the weapon is named &amp;quot;Type 88 GPMG&amp;quot; in Chinese), but quite odd, as the QBZ-95B, QBB-95, and QBU-88 all use their proper &amp;quot;QB&amp;quot; designations.&lt;br /&gt;
[[Image:Type88gpmg2.jpg|thumb|450px|none|Norinco QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QJY88-1.jpg|thumb|none|600px|Dmitri Mayakovsky discovers a QJY-88 with the rare and for some reason unpopular linoleum-plated finish.]]&lt;br /&gt;
[[Image:BF3QJY-88.jpg|thumb|none|600px|The QJY-88 idle]]&lt;br /&gt;
[[Image:Bf3QJY-88reload.jpg|thumb|none|600px|Removing the spent belt box]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears in the game. It features high stopping power like other 7.62 weapons, and is more accurate than other LMGs, but has a sharp vertical recoil and less than optimal mobility due to its weight.&lt;br /&gt;
[[Image:Pecheneg.jpg|thumb|450px|none|PKP Pecheneg machine gun with ammo box - 7.62x54mmR]]&lt;br /&gt;
[[Image:BF3-PKP-1.jpg|thumb|none|600px|Blackburn holds a PKP Pecheneg as he infiltrates someone's garage in &amp;quot;Operation Guillotine.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-PKP-2.jpg|thumb|none|600px|Dmitri Mayakovski uses his PKP Pecheneg to make some amendments to the internal layout of a building. Mostly new doors. Note that the non-disintegrating belt of the PKP has been portrayed as a disintegrating belt.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK light machine gun]] is the starting weapon for the Russian Support class. It is referred to in game as an &amp;quot;[[RPK light machine gun#RPK-74|RPK-74M]]&amp;quot;, a modernised 5.45x39mm version with synthetic furnishings and a flash hider, despite that it is shown with a 7.62x39mm magazine and no flash hider. The weapon's damage matches the idea that it is a -74 model, as it is scaled to the 5.56mm machine guns, as opposed to behaving like a 7.62x39. When mounting optics the weapon gains side-mounted bracket for attaching them; if it does not mount optics, the bracket is not present. It can sometimes be found fitted with a vertical front grip attached to the underside of the handguard.&lt;br /&gt;
&lt;br /&gt;
[[Image:RPK lmg.jpg|thumb|none|450px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:rpk74m.jpg|thumb|none|450px|An actual RPK-74M with 45-round box magazine for comparison - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-RPK-1.jpg|thumb|none|600px|Blackburn holds an RPK equipped with a Kobra reflex sight during &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-RPK-2.jpg|thumb|none|600px|Blackburn looks down at an RPK on the ground; note the lack of a rail under the handguard. Despite this, it can still mount a RIS foregrip.]]&lt;br /&gt;
[[Image:BF3-RPK-3.jpg|thumb|none|600px|Reloading an RPK fitted with an odd aftermarket bipod; the real RPK bipod is fixed just behind the front sight and folds backwards. This bipod is actually shorter than the magazine and therefore would not be particularly useful.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[Enfield L86A1]] is a weapon added as a part of the ''Close Quarters'' DLC. In game it's named the &amp;quot;L86A2&amp;quot; and features a 45+1 magazine, despite being modelled with a 30 round one. Like in [[Call of Duty: Modern Warfare 2]] its rear foregrip is unused. In game it handles much like the L85A2. Its low rate of fire is balanced by its low recoil. It comes with a bipod by default.&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|Enfield L86A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:bf3 l86a2 idle.jpg|thumb|600px|none|The &amp;quot;L86A2&amp;quot; idle. Unlike the L85A2, the dovetail mount is used for all sights.]]&lt;br /&gt;
[[file:bf3 l86a2 reload.jpg|thumb|600px|none|Removing an empty magazine]]&lt;br /&gt;
[[File:bf3 l86a2 bolt.jpg|thumb|600px|none|Slapping the bolt release to chamber a new round]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
===MG36===&lt;br /&gt;
Despite the fact that BF3's &amp;quot;MG36&amp;quot; is a hybrid of G36 variants, a configuration correct for an actual MG36 appears on the Dog Tag the player is awarded with for getting 500 kills with it.&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
Unusually, Recon players can opt for low-magnification optics, unmagnified reflex/red-dot sights, or even iron-sights in lieu of the standard high-magnification optics.&lt;br /&gt;
&lt;br /&gt;
==Barrett M98B==&lt;br /&gt;
The [[Barrett M98B|M98B]] is the last bolt action unlocked. It is incredibly accurate and powerful, but is heavy and suffers from substantial sway unless a bipod is used. For balance reasons the magazine capacity is limited to 5 rounds instead of the real world's 10.&lt;br /&gt;
[[Image:0129481.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BF3-98B-2.jpg|thumb|none|600px|Good plan on the icon and world model.]]&lt;br /&gt;
[[Image:BF3-98B-1.jpg|thumb|none|600px|Blackburn uses an M98B with the bipod set up as he assaults the bank at the end of &amp;quot;Operation Guillotine.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-98B-3.jpg|thumb|none|600px|View through the Barrett M98 scope.]]&lt;br /&gt;
[[Image:BF3-98B-4.jpg|thumb|none|600px|Blackburn has M98B at the entrance to the basement of the bank.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M107]] is available in the game, however, DICE felt that the .50 caliber round it uses would either be overpowered if depicted properly, or feel useless if kept balanced, so they opted to simply not have it in multiplayer. It only appears in the singleplayer level &amp;quot;Kaffarov&amp;quot;, where player character Dmitri Mayakovsky acquires it due to a somewhat bizarre series of events that don't seem to play out quite the way they were intended to. Here, it is equipped with a thermal scope.&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|450px|Barrett M107 long range sniper rifle - .50 BMG.]]&lt;br /&gt;
[[Image:BF3-Barrett-1.jpg|thumb|none|600px|In the room ''before'' Dmitri Mayakovsky is actually supposed to get the M107, he acquires the M107 by approaching the door.]]&lt;br /&gt;
[[Image:BF3-Barrett-2.jpg|thumb|none|600px|On opening the door he finds an enemy sniper kindly carrying the M107 he already has, with the barrel pretending to be a bipod and the magazine very badly wanting to be the pistol grip.]]&lt;br /&gt;
[[Image:BF3-SV98-1.jpg|thumb|none|600px|&amp;quot;Thank you, I had no idea why I was carrying that.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-Barrett-3.jpg|thumb|none|600px|Dmitri Mayakovsky thanks the man by murdering him with his own SV-98 and proceeds onward, armed with the M107.]]&lt;br /&gt;
[[Image:Bf3 barrett m107 reloaded 1.jpg|thumb|none|600px|Down by the pool, Dmitri reloads his M107, changing out the magazine...]]&lt;br /&gt;
[[Image:Bf3 barrett m107 reloaded 2.jpg|thumb|none|600px|...then pulling on the charging handle.]]&lt;br /&gt;
[[Image:Bf3 barrett m107 world.jpg|thumb|none|600px|World model of the M107.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International AWM|Accuracy International AWM-F]] is included in the ''Back to Karkand'' expansion pack as the &amp;quot;L96&amp;quot; (the British designation of the Accuracy International Precision Marksman; the actual British designation of the AWM is L115A1/A3), and can be used by the Recon kit. True to its reputation, the gun is extremely accurate at long ranges, with minimal bullet drop allowing for precise headshots. Its ballistics are modeled after the L96A1's 7.62 NATO chambering rather the the AW Magnum's .338 Lapua.&lt;br /&gt;
&lt;br /&gt;
[[Image:Accuracy International AWM.jpg|thumb|none|400px|Accuracy International AWM-F - .300 Win Mag]]&lt;br /&gt;
[[File:AI AW G22.jpg|thumb|400px|none|G22 (AWM-F) - .300 Winchester Magnum]]&lt;br /&gt;
[[Image:BF3-L96-1.jpg|thumb|none|600px|AWM-F on the customise menu.]]&lt;br /&gt;
[[file:bf3 l96 idle.jpg|thumb|none|600px|The &amp;quot;L96&amp;quot; idle with iron sights. The front sight is from the G22, and is not removed when a scope is mounted. Also note the Airman camouflage.]]&lt;br /&gt;
[[file:bf3 l96 reload 1.jpg|thumb|none|600px|Pulling back the bolt to empty the chamber.]]&lt;br /&gt;
[[file:bf3 l96 reload 2.jpg|thumb|none|600px|Inserting a full magazine.]]&lt;br /&gt;
[[file:bf3 l96 reload 3.jpg|thumb|none|600px|Pushing the bolt back into place to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==MKEK JNG-90==&lt;br /&gt;
The [[MKEK JNG-90]] was included for the Recon class in the ''Close Quarters'' expansion pack. To acquire it, the player would have to complete an assignment.&lt;br /&gt;
[[Image:JNG-90.jpg|thumb|none|450px|MKEK JNG-90 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:bf3 jng idle.jpg|thumb|none|600px|The MKEK JNG-90 fitted with a Russian PKS-07 scope.]]&lt;br /&gt;
[[Image:bf3 jng reload1.jpg|thumb|none|600px|Pulling back the bolt]]&lt;br /&gt;
[[Image:bf3 jng reload2.jpg|thumb|none|600px|Inserting a new magazine]]&lt;br /&gt;
[[Image:bf3 jng reload3.jpg|thumb|none|600px|Pushing the bolt back into place. The JNG-90 seems to use the same reload animation as the L96.]]&lt;br /&gt;
&lt;br /&gt;
==M14 (in Sage chassis)==&lt;br /&gt;
An [[M14]] in a Sage chassis appears as a sniper rifle in the Recon class, though it is incorrectly referred to as the [[M39 Enhanced Marksman Rifle|M39 EMR]]. It is unlocked when the player receives 58,000 Co-Op Score.&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO, for comparison. Note the longer gas cylinder below the barrel.]]&lt;br /&gt;
[[Image:BF3-M39-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M14 rather curiously equipped with a Russian PK-AS optic as he looks around Kaffarov's villa. He might be a bad guy, but he sure knows how to keep the place neat.]]&lt;br /&gt;
[[Image:Rrt877 ebr reloading.jpg|thumb|none|600px|The player character in multiplayer simultaneously reloads the M14 and demonstrates that ''Battlefield 3'' does not necessary require you to have a sniper scope on your sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5==&lt;br /&gt;
The [[M40A5 Sniper Rifle]] is the second bolt-action rifle unlocked for the Recon class. It has lower muzzle velocity than the other bolt-action rifles, but benefits from the fastest cycle time between shots and moderately low sway.&lt;br /&gt;
[[Image:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M40-1.jpg|thumb|none|600px|Blackburn holds a suppressed M40A5 fitted with an IR scope during the mission &amp;quot;Night Shift.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==HK417==&lt;br /&gt;
The Heckler and Koch [[HK417]] is added in the ''Close Quarters'' expansion pack. Much like the HK53 and the HK416, it lacks the 'HK' prefix and is instead called the M417 in game. It's limited to semi-automatic fire in game and features a 20 round magazine. In game it performs as a hybrid of the Mk11/M39/SVD and the SKS. It has the damage of the MK11/M39/SVD with the capacity of the SKS and a rate of fire that's inbetween the two. It has manageable recoil, and comes with a 8x scope by default. It comes correctly equipped with early-production 20-round HK417 magazines, but are colored grayish instead of transparent. This can be easily seen by looking at the magazine while crawling. &lt;br /&gt;
[[Image:HK417_20MOD.jpg|thumb|450px|none|Heckler &amp;amp; Koch 417 with 20&amp;quot; barrel, Leupold Mark 4 scope, and Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:bf3 m417 idle.jpg|thumb|600px|none|The &amp;quot;M417&amp;quot; idle, equipped with an 8x scope. Like M27 and HK416, the backside of the charging handle is modeled completely solid.]]&lt;br /&gt;
[[Image:bf3 m417 reload1.jpg|thumb|600px|none|The &amp;quot;M417&amp;quot; with its magazine removed]]&lt;br /&gt;
[[Image:bf3 m417 reload2.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[Image:bf3 m417 bolt.jpg|thumb|600px|none|Slapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] appears in BF3 under the name Mk 11 Mod 0, its designation in SOCOM. It is found occasionally in the single-player campaign. It is the default rifle for the US Recon kit in multiplayer, outfitted by standard with a 8x rifle scope.&lt;br /&gt;
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-Mod11-1.jpg|thumb|none|600px|Blackburn holds a scoped Mk 11 Mod 0 during the mission &amp;quot;Operation Swordbreaker&amp;quot;.]]&lt;br /&gt;
[[Image:BF3-Mod11-2.jpg|thumb|none|600px|Campo holds Mk 11 Mod 0 with a silencer and red-dot sight in the mission &amp;quot;Night Shift&amp;quot;.]]&lt;br /&gt;
[[Image:BF3-Mk 11-1.jpg|thumb|none|600px|A Marine sniper in multiplayer provides some overwatch with his scoped Mk 11 Mod 0.]]&lt;br /&gt;
[[Image:BF3-Mk 11-2.jpg|thumb|none|600px|After some successful hunting, he reloads his rifle...]]&lt;br /&gt;
[[Image:BF3-Mk 11-3.jpg|thumb|none|600px|...and hits the bolt-release. Note that the fire-selector is set to safe.]]&lt;br /&gt;
[[Image:Bf3 mk11 mod 0 world.jpg|thumb|none|600px|Icon and world model for the Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco NDM-86==&lt;br /&gt;
The .308 variant of the [[Norinco NDM-86]] returns from ''[[Battlefield Play4Free]]'', once again appearing as the ''[[SVD]]'' It is default for the Russian Recon Kit sporting a PKS-07 7x Scope by default, though the correct PSO-1 4x scope is the first attachment unlocked at only 10 kills.&lt;br /&gt;
[[Image:Ndm86.jpg|thumb|none|450px|Norinco NDM-86 - .308 Winchester/7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3 NorincoNDM Multi.jpg|thumb|none|600px|The player character in multiplayer holds an NDM-86 fitted with a PKS-07 scope.]]&lt;br /&gt;
[[File:BF3 SVD (1).jpg|thumb|none|600px|Aiming through a PSO-1 scope mounted on a NDM-86.]]&lt;br /&gt;
[[File:BF3 SVD (2).jpg|thumb|none|600px|Rocking in a magazine.]]&lt;br /&gt;
[[File:BF3 SVD (3).jpg|thumb|none|600px|Releasing the bolt (it properly locks back upon empty).]]&lt;br /&gt;
[[File:BF3 SVD (4).jpg|thumb|none|600px|Iron sights of the NDM-86, looking into a surreal artifact of the Xbox 360 version running on the Xbox One emulator.]]&lt;br /&gt;
&lt;br /&gt;
==QBU-88==&lt;br /&gt;
The [[QBU-88]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Recon kit.&lt;br /&gt;
[[Image:Qbu-88-0.jpg|thumb|none|450px|Norinco QBU-88 - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QBU88-1.jpg|thumb|none|600px|The QBU-88 on the customisation screen, note the game claims to it being chambered in 7.62x54R which has since been patched to show the correct 5.8x42mm ammuntion.]]&lt;br /&gt;
[[file:Bf3 Qbu 88 idle.jpg|thumb|none|600px|The QBU-88 Idle, fitted with a PKS-07 7x scope. Note the folded down iron sights (which are the default sight options), and that the scope seems more or less welded to the top of the receiver, which happens with all alternate sights.]]&lt;br /&gt;
[[file:bf3 qbu 88 reload.jpg|thumb|none|600px|Reloading. The character will first grab a new magazine, then pull out the dry one with the fresh one still in hand, then proceed to insert it, as seen here.]]&lt;br /&gt;
[[file:bf3 qbu 88 bolt.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M59/66 SKS==&lt;br /&gt;
The Yugoslavian M59/66 variant of the [[SKS]] appears in-game, with synthetic Tapco furniture and uses 20 round magazines. It can be identified as the Yugoslavian variant by the design of the front sight with an integrated grenade sight, and by its muzzle device. It is a good choice for close range compared to other Recon-class rifles due to its higher mobility/low weight, 20-round capacity and low recoil, at the cost of less hitting power and range.&lt;br /&gt;
[[Image:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
[[Image:BF3-SKS-1.jpg|thumb|none|600px|M59/66 SKS on the customise menu.]]&lt;br /&gt;
[[Image:BF3 SKS.jpg|thumb|none|600px|The player character in multiplayer holds an M59/66 SKS as he ponders if there might be a tank nearby.]]&lt;br /&gt;
[[File:BF3 SKS (1).jpg|thumb|none|600px|Iron sights of the SKS.]]&lt;br /&gt;
[[File:BF3 SKS (2).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF3 SKS (3).jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==SV-98==&lt;br /&gt;
The [[SV-98]] returns as the first unlockable bolt action rifle, with the best mobility and close-up performance among bolt-action rifles.&lt;br /&gt;
[[Image:SV98.jpg|thumb|none|450px|SV-98 with suppressor, bipod, carrying handle, and mirage band - 7.62x54mmR]]&lt;br /&gt;
[[Image:BF3-SV98-1.jpg|thumb|none|600px|During an extremely confusing QTE, an enemy sniper holds an SV-98.]]&lt;br /&gt;
[[Image:BF3 SV98.jpg|thumb|none|600px|SV-98 fitted with the unnamed 12x scope, without a bipod.]]&lt;br /&gt;
[[Image:BF3SV98reload.jpg|thumb|none|600px|Removing the spent magazine.]]&lt;br /&gt;
[[Image:Bf3SV-98bolt.jpg|thumb|none|600px|Closing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin|Javelin]] appears and can be used in either top-down or direct-fire modes, and obviously needs a lock to fire. In the campaign, Blackburn uses one during &amp;quot;Operation Guillotine;&amp;quot; here it has infinite ammunition. During the latter sequence, the Javelin is shown firing at absurdly short range; in real life it has a minimum range of around 250 feet.&lt;br /&gt;
[[Image:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[Image:BF3-Javelin-1.jpg|thumb|none|600px|Harassed by tanks during &amp;quot;Operation Guillotine,&amp;quot; Blackburn comes across his salvation in the form of an FGM-148 Javelin launcher.]]&lt;br /&gt;
[[Image:BF3-Javelin-2.jpg|thumb|none|600px|Blackburn holds the Javelin. Note the help text misidentifies it as a SMAW.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30==&lt;br /&gt;
If the M320 is mounted to a Russian weapon (namely the AEK-971, AK-74M, and AN-94) through the Underslung Rail attachment, it instead becomes a [[GP-30]]. It is correctly depicted firing VOG-25 caseless rounds, and the launcher is not flicked downwards to eject the spent casing as is common in first-person shooters.&lt;br /&gt;
[[File:GP-30.jpg|thumb|none|350px|GP-30 - 40mm]]&lt;br /&gt;
[[Image:GP-30BF3.jpg|thumb|none|600px|The GP-30 mounted on an newer model AEK-971]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is the standard grenade launcher of ''Battlefield 3''. The M320 can either be mounted on the rifle via the Underslung Rail attachment, or used in standalone. It can fire standard HE, buckshot, or smoke rounds. ''Close Quarters'' DLC added a &amp;quot;LVG&amp;quot; round for the M320; the name stands for &amp;quot;Low-velocity grenade&amp;quot; (and it does fly slower than the other grenade variants), but functionally the grenade is an HE grenade with a 3-second time fuze instead of an impact fuze, allowing it to bounce off walls.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|400px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[Image:BF3-M320-1.jpg|thumb|none|600px|Blackburn holds a standalone M320 at the start of &amp;quot;Operation Guillotine.&amp;quot; This appears to be randomly dropped by US infantry in this area.]]&lt;br /&gt;
[[Image:BF3-M320-2.jpg|thumb|none|600px|As usual for an FPS protagonist, Blackburn is of the &amp;quot;pick a random notch and use it like a regular iron sight&amp;quot; school of leaf sight use.]]&lt;br /&gt;
[[Image:BF3-M320-3.jpg|thumb|none|600px|Reloading the standalone M320; note the front grip visible and the fire selector always set to safe.]]&lt;br /&gt;
[[Image:BF3-M320-4.jpg|thumb|none|600px|Blackburn reloads the M320 mounted under his HK416. Note that here he is removing the &amp;quot;spent&amp;quot; round; there appears to only be one grenade round model, so the fired round is shown unfired.]]&lt;br /&gt;
&lt;br /&gt;
==Pansarskott m/86==&lt;br /&gt;
The Pansarskott m/86, a Swedish version of the [[M136 AT4]] with a folding front grip, appears in the hands of US Marines. The m/86 only appears in the Singleplayer campaign. It is incorrectly referred to as an &amp;quot;RPG&amp;quot;.&lt;br /&gt;
[[Image:Pskott86.jpg|thumb|none|400px|Pansarskott m/86, Swedish Army version of the M136 AT4 with folding foregrip - 84mm]]&lt;br /&gt;
[[Image:BF3-AT4-3.jpg|thumb|none|600px|Blackburn readies a Pansarskott m/86 as the squad try to take out a sniper hidden in a hotel. Note the rear sight: the larger 7mm peephole used here is only really supposed to be used in low visibility conditions, and under the clear conditions shown, the scythe-like &amp;quot;leaf blade&amp;quot; should be rotated to bring the 2mm peephole in line with the 7mm peephole.]]&lt;br /&gt;
[[Image:BF3-AT4-2.jpg|thumb|none|600px|The results of using it are fairly predictable. &amp;quot;Good effect on target!&amp;quot;]]&lt;br /&gt;
[[Image:BF3-AT4-1.jpg|thumb|none|600px|Throughout the campaign, Matkovic carries a Pansarskott m/86 on his back.]]&lt;br /&gt;
&lt;br /&gt;
==M224 Mortar==&lt;br /&gt;
At the start of &amp;quot;Operation Guillotine,&amp;quot; Blackburn is tasked with briefly carrying an [[M224 Mortar]] as he advances with his fellow Marines; here it cannot be used by the player, and is used by NPCs to fire illumination rounds during the night-time mission. In multiplayer it can be used by the Support class; the M224 in multiplayer has infinite ammunition and can fire smoke or HE rounds. In singleplayer, it is shown with no baseplate fitted, which would make it practically impossible to actually use.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar - 60mm]]&lt;br /&gt;
[[Image:BF3-M224-1.jpg|thumb|none|600px|Blackburn looks at the set-up M224, wondering when he can have a go.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The [[Mk 153 Mod 0 SMAW]] appears as the American Engineer's unguided rocket launcher.&lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[Image:BF3 SMAW.jpg|thumb|none|600px|The player wields the MK 153 SMAW as he prepares to dish out some disproportionate retribution on some tumbleweeds for giving him allergies.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7]] is featured as the Russian Engineer's unguided rocket launcher. It incorrectly shows it as 83 mm, which a PG-VL HEAT is 93 mm. &lt;br /&gt;
&lt;br /&gt;
The weapon's Battlelog description states that it fires &amp;quot;GP-7VL&amp;quot; rocket propelled grenades, presumably a corruption or a typo of PG-7VL, even though the in-game weapon uses PG-7V grenades. &lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BF3-RPG7-1.jpg|thumb|none|600px|Practically invisible in his well-planned cover position, an Iranian soldier with an RPG-7 plots his next move, apparently oblivious to the 70-ton American tank lurking close by.]]&lt;br /&gt;
[[Image:Rrt877 rpg.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Rrt877 rpg reloading.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SA-7 Grail==&lt;br /&gt;
The [[SA-7 Grail]] appears as the Russian Engineer's anti-air launcher, misnamed as an [[SA-18 Grouse]] (Russian: 9K38 Igla). As in the previous ''Battlefield'' games the name is given as &amp;quot;SA-18 Igla&amp;quot;, using the US designation, but the Russian nickname.&lt;br /&gt;
[[Image:800px-SA-7.jpg|thumb|none|450px|SA-7 Grail launcher and missile - 72mm]]&lt;br /&gt;
[[Image:BF3BL9K38.jpg|thumb|none|350px|In-game render of the SA-7.]]&lt;br /&gt;
[[Image:BF3 SA18 Multi.jpg|thumb|none|600px|The player character holds an SA-7 in multiplayer as he wonders whether a checkpoint office counts as a vehicle.]]&lt;br /&gt;
&lt;br /&gt;
==Training Set Guided Missile M134==&lt;br /&gt;
The &amp;quot;[[FIM-92 Stinger]]&amp;quot; in the game is actually an M134 training set with the rear-mounted performance indicator removed: it has &amp;quot;Tracking rainer&amp;quot; written on the gripstock unit (apparently referenced from a photograph where one T was not visible), a blue marking on the BCU well, and has a training battery that projects clear of the underside of the gripstock fitted instead of a normal BCU. It appears as the American Engineer's anti-air launcher. A Training Set with an infinite number of reloads is also found in the singleplayer mission &amp;quot;Rock and a Hard Place.&amp;quot; As is normal in videogames, the iron sight is depicted as a digital sight complete with lock-on target boxes.&lt;br /&gt;
&lt;br /&gt;
Amusingly, the &amp;quot;TRACKING RAINER&amp;quot; mark was later copied onto fake Stinger missiles fabricated by a group of Ukrainian separatist rebels, the Lugansk People's Republic, in 2015, who claimed these &amp;quot;weapons&amp;quot; were proof that the United States had been supplying military aid to the Ukrainian government.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134 Stinger.jpg|thumb|none|450px|Training Set Guided Missile M134, a tracking and acquisition training device for the FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[Image:Trainer-v-BCU.jpg|thumb|none|450px|Training Set Guided Missile M134 training battery compared to FIM-92 Stinger Battery Coolant Unit.]]&lt;br /&gt;
[[Image:BF3-Stinger-1.jpg|thumb|none|600px|Finding himself under attack from an Su-25 &amp;quot;Frogfoot&amp;quot; ground-attack plane, Blackburn searches the wreckage of an M1161 &amp;quot;Growler&amp;quot; ITV. Thankfully, the Stinger stunt double is apparently made of stronger stuff than the light vehicle which exploded with it inside. The weapon resting on its unfolded IFF antenna cannot be good for it. Note the training battery projecting from the bottom of the gripstock.]]&lt;br /&gt;
[[Image:BF3-Stinger-2.jpg|thumb|none|600px|Quickly grabbing the &amp;quot;Stinger&amp;quot;, Blackburn has one last look in completely the wrong direction...]]&lt;br /&gt;
[[Image:BF3-Stinger-5.jpg|thumb|none|600px|...before sighting up the Su-25 and locking on, struggling not to go blind.]]&lt;br /&gt;
[[Image:BF3-Stinger-3.jpg|thumb|none|600px|The Frogfoot, clearly taking the alleged Stinger extremely seriously, apparently decides to take its own life; while sometimes it will only start smoking after being hit, other times, as here, it will not even wait for the missile to hit it.]]&lt;br /&gt;
[[Image:BF3-Stinger-4.jpg|thumb|none|600px|Blackburn holds another &amp;quot;Stinger&amp;quot; as the Frogfoot manages one last dramatic flyby. &amp;quot;I regret nothing!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
===GL1===&lt;br /&gt;
The F2000's GL1 appears on the Dog Tag awarded for 100 kills with the F2000, mounted to the rifle.&lt;br /&gt;
&lt;br /&gt;
===M203===&lt;br /&gt;
The [[M203]] appears on three Dog Tags. The first is the Dog Tag awarded for 100 kills with the M320/GP-30 where it appears not mounted to anything, the second is the Dog Tag awarded for 500 kills with the M320/GP-30, where it appears mounted to an M16A1, and the third is the Dog Tag awarded for 100 kills with the HK416, mounted to the rifle, just like it was in the ''Bad Company'' series.&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==M15 Anti-Tank mine==&lt;br /&gt;
The [[M15 anti-tank mine]] can be used by the Engineer kit. In Multiplayer mines that are placed can only be destroyed with explosives, shooting them has no effect, however Explosive FRAG rounds fired from shotguns will detonate the mine. The mine is pressure activated, meaning only something heavy like a vehicle will set it off, infantry running across will not detonate it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[Image:BF3 ATMine Multi.jpg|thumb|none|600px|The player ponders the idea of putting AT mines inside a tire and rolling them toward a tank.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
[[M18A1 Claymore]] anti-personnel mines can also be used by the Support kit. They are detonated by motion in front of the mine instead of the real Claymore's command detonation.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BF3 M18 Claymore.jpg|thumb|none|600px|The M18A1 Claymore in the hands of a US support.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the primary grenade seen in ''Battlefield 3'', used by all factions. Instead of a grenade indicator, the body of the grenade flashes to make it more easily visible. Three grenades are carried in singleplayer. In multiplayer, every kit gets one as standard, but can equip two by using the &amp;quot;FRAG&amp;quot; specialization. There are two ways to throw grenades; either using a hotkey or by selecting the grenade as a weapon. The hotkey tosses the grenade instantly then switches back to the previously equipped weapon. Selecting the grenade manually allows multiple grenades to be thrown one after the other, and also allows the pin to be pulled and the grenade prepared for tossing - though as the spoon is held down, this does not actually &amp;quot;cook&amp;quot; the grenade's fuse.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[Image:BF3-M67-1.jpg|thumb|none|600px|Blackburn readies an M67 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
Blackburn uses an [[M84 stun grenade]] to disorient a group of PLR fighters at the bottom of an elevator shaft.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|M84 stun grenade]]&lt;br /&gt;
[[Image:BF3-Flashbang-1.jpg|thumb|none|600px|Blackburn, after managing not to fall to his death while rappelling down an elevator, readies an M84 &amp;quot;flashbang&amp;quot; grenade.]]&lt;br /&gt;
[[Image:BF3-Flashbang-2.jpg|thumb|none|600px|Blackburn throws the grenade. This frame and the next both show that, in common with many modern shooters, the thrown model is the same as the &amp;quot;in world&amp;quot; model for this grenade and so the safety lever is still attached.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AT-14 Spriggan==&lt;br /&gt;
The [[AT-14 Spriggan]] appears in the game as the Russian counter to the American BGM-71 TOW mentioned below, and is also a secondary weapon on the BMP-2M APC.&lt;br /&gt;
[[Image:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BF3 Kornet (1).jpg|thumb|none|600px|The AT-14 at an intersection on Caspian Border.]]&lt;br /&gt;
[[File:BF3 Kornet (2).jpg|thumb|none|600px|Aiming the ATGM.]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] appears in the game as an emplaced anti-tank missile launcher for the US faction.&lt;br /&gt;
[[Image:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[Image:Bf3 GM-71 TOW in Game 1.jpg|thumb|none|600px|The player character in multiplayer tracks down a TOW launcher.]]&lt;br /&gt;
[[Image:Bf3 GM-71 TOW in Game 2.jpg|thumb|none|600px|Another view of the same launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] heavy machine gun appears in the game mounted on vehicles, including M1A2 Abrams tanks. In terms of gameplay, the M2HB behaves more like a medium machine gun, requiring three or four shots to kill infantry, and dozens to disable a vehicle. In multiplayer, M1 tanks can be fitted with an M2HB mounted above the main cannon. When mounted like this, the M2's rate of fire slows to about 400rpm but gains a damage bonus that puts its power more in line with its real life counterpart. These changes were likely made to keep heavy machine guns from being overly powerful compared to other weapons.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BF3-M2-1.jpg|thumb|none|600px|At the end of &amp;quot;Uprising,&amp;quot; Blackburn takes control of an M2HB mounted on a Humvee as he defends a landing zone until a V-22 Osprey can extract the scattered Marines.]]&lt;br /&gt;
[[Image:BF3-M2-2.jpg|thumb|none|600px|Near the end of &amp;quot;Thunder Run,&amp;quot; Sergeant Jonathan Miller mans his tank's .50 cal. It seems in the game's fiction the US Marine Corps has upgraded their Abrams tanks, since Anvil 3 is an M1A2, currently used only by the US Army. Note the TUSK gunshields for the missing loader's M240 are instead fitted to the M2.]]&lt;br /&gt;
[[Image:BF3-M2-3.jpg|thumb|none|600px|A M2HB mounted on M1161 &amp;quot;Growler&amp;quot; ITV.]]&lt;br /&gt;
&lt;br /&gt;
==DShK heavy machine gun (mounting)==&lt;br /&gt;
Mountings for the [[DShK heavy machine gun]] can be seen on Iranian Type-72Z main battle tanks, modernised versions of the Russian T-55. These tanks seem to have been modelled from museum display vehicles, since the gun itself is missing from the mounting.&lt;br /&gt;
[[Image:DShKM-vehicle-mount.jpg|thumb|none|450px|DShKM heavy machine gun in standard vehicle mounting on a Romanian TR-85 main battle tank - 12.7x108mm]]&lt;br /&gt;
[[Image:BF3-DShK-1.jpg|thumb|none|600px|An Iranian Type-72Z shows off the DShK it conspicuously does not have. Note the border at the edge of the screenshot is authentic, intended to display the edge of the Abrams' display screen as the vehicle moves around.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-8/A Avenger==&lt;br /&gt;
The [[General Electric GAU-8/A Avenger]] appears in the game as the secondary armament of the A-10 Thunderbolt II ground attack jet. The A-10 is not playable during campaign mode, but can be piloted in certain multiplayer maps, wherein the A-10's GAU-8/A is devastating against soft targets caught in the open.&lt;br /&gt;
[[Image:GAU-8A.jpg|thumb|450px|none|GAU-8/A Avenger complete with feed system and 1,174 round drum - 30x173mm]]&lt;br /&gt;
[[Image:BF3-GAU-1.jpg|thumb|none|600px|Jennifer Hawkins looks out at an A-10 Thunderbolt II armed with a GAU-8/A during the mission &amp;quot;Going Hunting.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-GAU-2.jpg|thumb|none|600px|Later in the mission Hawkins gets to call in gun runs from the A-10, here shown on thermal imaging.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
The [[GE M134 Minigun]] is seen mounted on AH-6 Little Birds in both single and multiplayer.&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M134-1.jpg|thumb|none|600px|An AH-6 &amp;quot;Little Bird&amp;quot; opens fire with its M134 minigun. Note that tracers are treated as solid by the engine, meaning the underside of what should be a bright light source is shown in shadow here. This is only really visible in stills.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-17/A==&lt;br /&gt;
Two [[GAU-17/A]] miniguns are mounted on the sides of UH-1Y helicopters and the Russian faction's Kamov Ka-60 helicopter.&lt;br /&gt;
[[Image:GAU-17A HH60.jpg|thumb|none|400px|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-GAU17-1.jpg|thumb|none|600px|A GAU-17/A can be seen mounted on Kaffarov's private helicopter as Dmitri Mayakovsky dangles from it. Note it has no ammo feed.]]&lt;br /&gt;
[[File:BF3 Minigun (1).jpg|thumb|none|600px|Operating the Venom-mounted GAU-17/A. Note the flight suit gloves.]]&lt;br /&gt;
[[File:BF3 Minigun (2).jpg|thumb|none|600px|Looking at an idle Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-1==&lt;br /&gt;
The [[Gryazev-Shipunov GSh-30-1]] appears in the game as the secondary armament of the Su-35BM Flanker-E fighter jet.&lt;br /&gt;
[[Image:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt 30mm]]&lt;br /&gt;
[[Image:BF3-MiG-3.jpg|thumb|none|600px|During the mission &amp;quot;Going Hunting,&amp;quot; Hawkins faces several Su-35BM Flanker-E aircraft, incorrectly referred to throughout as &amp;quot;MiGs.&amp;quot; This error is only present in the text in this mission; they are correctly named elsewhere in the game.]]&lt;br /&gt;
[[Image:BF3-MiG-1.jpg|thumb|none|600px|Chased by ''Shark 4-6'', one Su-35BM decides to show off with Pugachev's Cobra manoeuvre...]]&lt;br /&gt;
[[Image:BF3-MiG-2.jpg|thumb|none|600px|...giving Hawkins a nice look at its missile armament.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
The [[Gryazev-Shipunov GSh-30-2]] appears in the game as the secondary armament of the Su-25TM (Su-39) Frogfoot ground attack jet.&lt;br /&gt;
[[Image:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
[[Image:BF3-Frogfoot-1.jpg|thumb|none|600px|A Su-39 Frogfoot ground attack aircraft flies over as Blackburn finds himself between Iraq and a hard place.]]&lt;br /&gt;
[[Image:BF3-Frogfoot-2.jpg|thumb|none|600px|It soon returns for a series of gun runs as Blackburn has to move from cover to cover to find a Stinger. The Frogfoot here is basically firing a death ray with a deadzone around pieces of cover; moving out of cover is instant death during the time that counts as its attack even if it has already flown overhead and stopped firing.]]&lt;br /&gt;
&lt;br /&gt;
==Kord==&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on the T-90A tank, Russian army buggies and Vodniks, and a number of technicals. It behaves very similarly to the [[Browning M2HB]] heavy machine gun: more in line with a medium machine gun, and can be mounted on a T-90 with a lowered rate of fire but higher shot-for-shot damage.&lt;br /&gt;
[[Image:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[Image:BF3-Kord-3.jpg|thumb|none|600px|Blackburn looks over a Kord machine gun mounted on a technical.]]&lt;br /&gt;
[[Image:BF3-Kord-1.jpg|thumb|none|600px|He soon discovers the hard way that manning a Kord during an earthquake is a bad idea.]]&lt;br /&gt;
[[Image:BF3-Kord-2.jpg|thumb|none|600px|A T-90 MBT opens fire with its main gun, the massive muzzle flash illuminating the commander's Kord heavy machine gun. The tank is used by the Iranian Army, presumably supposed to have been purchased at some point between the game's release in 2011 and the distant future setting of 2014 when the storyline takes place. Real-life Iran apparently did not get the memo and still does not operate the T-90.]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
The [[M61 Vulcan]] appears in the game as the secondary armament of the F/A-18E and F/A-18F Super Hornet fighter jets. M61s are also seen in Phalanx installations on American warships, and in multiplayer the US base is protected by a land-based Phalanx C-RAM installation. It should be noted that the game's campaign mode incorrectly shows the Hornet's M61A1 as being operated by the WSO, when in reality the gun is operated by the pilot.&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|M61 Vulcan - 20mm]]&lt;br /&gt;
[[Image:Phalanx.jpg|thumb|none|400px|Phalanx CIWS - 20mm]]&lt;br /&gt;
[[Image:C-RAM_3.JPG|thumb|none|400px|Land-based Phalanx C-RAM mounting on a mobile trailer - 20mm]]&lt;br /&gt;
[[Image:BF3-M61-2.jpg|thumb|none|600px|In the mission &amp;quot;Gone Hunting&amp;quot; the player character is Lieutenant Jennifer Hawkins, WSO of an F/A-18F &amp;quot;Super Hornet&amp;quot; callsign ''Shark 4-6'' assigned to CVN-77 USS ''George H.W. Bush''.]]&lt;br /&gt;
[[Image:BF3-Phalanx-1.jpg|thumb|none|600px|Hawkins climbs up to the deck of the USS ''George H.W. Bush'', spotting the USS ''Ford'' (FFG-54), an ''Oliver Hazard Perry''-class frigate in the distance. This incorrectly mounts bow and stern Phalanx installations; while a later block upgrade added a forward gun over the removed SM-1 missile launcher of nine of the ''Perry''-class, this is a Mk 38 Mod 2 (a remote-controlled navalised [[M242 Bushmaster chaingun]]), not a second Phalanx.]]&lt;br /&gt;
[[Image:BF3-M61-1.jpg|thumb|none|600px|The two Hornets ''Shark 4-2'' and ''Shark 4-6'' overfly the US fleet, giving plenty of glimpses of Phalanx installations on the various ships.]]&lt;br /&gt;
[[Image:BF3-C-RAM.jpg|thumb|none|600px|A close up look at a land-based Phalanx C-RAM in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] appears in the game as the secondary armament of the AH-1Z Viper attack helicopter.&lt;br /&gt;
[[Image:M197Gatling.jpg|thumb|none|400px|M197 Vulcan - 20mm]]&lt;br /&gt;
[[Image:BF3-M197-1.jpg|thumb|none|600px|Miller looks up at a pair of friendly AH-1Z Vipers during the mission &amp;quot;Thunder Run.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-M197 Vulcan-1.jpg|thumb|none|600px|A closer look at an AH-1Z Viper's M197 Vulcan cannon.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-12/U==&lt;br /&gt;
The [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] is the main gun on the LAV-AD in multiplayer. It should be noted that the LAV-AD itself is technically anachronistic as it has been removed from service.&lt;br /&gt;
&lt;br /&gt;
The GAU-12/U is also mounted on the AC-130 gunship. Interestingly, two additional 25mm guns are mounted to the top of the AC-130 as AA guns.&lt;br /&gt;
[[Image:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U with unfired rounds - 25mm]]&lt;br /&gt;
[[Image:BF3-GAU-12U.jpg|thumb|none|600px|A GAU-12/U mounted on an LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-22/A==&lt;br /&gt;
The [[General Dynamics GAU-12/U#GAU-22/A|GAU-22/A]] appears in the game as the secondary weapon of F-35B Lightning II aircraft in the Back to Karkand DLC that is available in the revamped versions of Gulf of Oman and Wake Island. It is erroneously portrayed being mounted in a nacelle over the left side air intake; this is the case for the Air Force's F-35A while the B and C variants mount the GAU-22/A in an underslung external pod.&lt;br /&gt;
[[Image:F-35 GAU-22A.jpg|thumb|none|400px|GAU-22/A - 25mm]]&lt;br /&gt;
&lt;br /&gt;
==M240C==&lt;br /&gt;
The [[M240C]] machine gun is coaxially mounted on the M1A2 Abrams MBT.&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|450px|M240C machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M240C-1.jpg|thumb|none|600px|Miller runs back towards the tank column after retrieving the &amp;quot;clicker&amp;quot; trigger for an M58 Mine Clearing Line Charge.]]&lt;br /&gt;
&lt;br /&gt;
==M242 Bushmaster==&lt;br /&gt;
The [[M242 Bushmaster chaingun]] is the main gun of the LAV-25.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[Image:BF3-LAV-1.jpg|thumb|none|600px|Blackburn and his fellow Marines get out of their own LAV-25 and look over someone else's at the start of &amp;quot;Operation Swordbreaker.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-LAV-2.jpg|thumb|none|600px|Blackburn looks over another LAV-25 during the mission &amp;quot;Rock and a Hard Place.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is seen mounted on M1114 Humvees and AAVP7A1 amphibious transports.&lt;br /&gt;
[[Image:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BF3-Mk19-1.jpg|thumb|none|600px|Miller looks over an AAVP7A1, mounting an M2HB and a Mark 19 grenade launcher in the commander's mini-turret.]]&lt;br /&gt;
[[File:BF3 Mk19 (1).jpg|thumb|none|600px|Manning the Mark 19 on the &amp;quot;Phoenix&amp;quot;, a post-apocalyptic Humvee that is part of the ''Aftermath'' DLC. Note the lack of hands and any ammo.]]&lt;br /&gt;
[[File:BF3 Mk19 (2).jpg|thumb|none|600px|Looking at the Mk 19 with a SCAR-L rather ridiculously equipped with a 12x scope.]]&lt;br /&gt;
&lt;br /&gt;
==QLZ-87==&lt;br /&gt;
The [[Norinco QL-series grenade launchers|Norinco QLZ-87]] appears in the ''Aftermath'' DLC, mounted on the Russian &amp;quot;Barsuk&amp;quot; (Badger) modification of the GAZ 3937 Vodnik truck. &lt;br /&gt;
[[image: QLZ87Light.jpg|thumb|none|400px|Norinco QLZ-87 - 35x32mm]]&lt;br /&gt;
[[File:BF3 QLZ87 (1).jpg|thumb|none|600px|Operating the &amp;quot;gangsta style&amp;quot; pistol grip of the QLZ-87 on the ramshackle GAZ 3937. The scope is not usable.]]&lt;br /&gt;
[[File:BF3 QLZ87 (2).jpg|thumb|none|600px|The QLZ, unmanned.]]&lt;br /&gt;
&lt;br /&gt;
==PKT==&lt;br /&gt;
The [[PKT]] machine gun is coaxially mounted on the T-90A and T-72 MBTs.&lt;br /&gt;
[[Image:Machine gun PKT.jpg|thumb|none|450px|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
[[Image:BF3-T72-1.jpg|thumb|none|600px|Miller gets a little ''too'' close to an Iranian T-72. The coaxial gun on the T-72 is mounted to the right of the main gun; the view is blocked from most angles (including this one) by the searchlight mounted next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Shipunov 2A42==&lt;br /&gt;
The [[Shipunov 2A42]] appears in the game as the main gun of the BMP-2M and BTR-90 APCs, and the secondary armament of the Mi-28 Havoc helicopter.&lt;br /&gt;
[[Image:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 - 30mm]]&lt;br /&gt;
[[Image:BF3-Shipunov-1.jpg|thumb|none|600px|Blackburn advances on a BMP-2M during &amp;quot;Rock and a Hard Place,&amp;quot; the IFV seemingly oblivious to his dastardly rocket-launching ambitions.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_3&amp;diff=1306797</id>
		<title>Battlefield 3</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_3&amp;diff=1306797"/>
		<updated>2019-11-07T17:47:31Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* MP-412 REX */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield 3&lt;br /&gt;
|picture=Battlefield 3 (2011) cover.jpg&lt;br /&gt;
|caption=PC Boxart&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=2011&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&lt;br /&gt;
|publisher=EA&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[file:Battlefield-3-back-to-karkand-pc-boxart.jpg|thumb|right|320px|''Battlefield 3: Back to Karkand'' (2011) DLC.]]&lt;br /&gt;
[[file:Battlefield-3-close-quarters-dlc-cover-hd.jpg|thumb|right|320px|''Battlefield 3: Close Quarters'' (2012) DLC.]]&lt;br /&gt;
[[file:Battlefield 3 armored kill.jpg|thumb|right|320px|''Battlefield 3: Armored Kill'' (2012) DLC.]]&lt;br /&gt;
[[file:Battlefield-3-aftermath-cover.jpg|thumb|right|320px|''Battlefield 3: Aftermath'' (2012) DLC.]]&lt;br /&gt;
[[file:Bf3 EndGame.jpg|thumb|right|320px|''Battlefield 3: End Game'' (2013) DLC.]]&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 3''''' (also known as '''''BF3''''') is the twelfth installment of the ''[[Battlefield]]'' series. The game was developed by the Swedish company Digital Illusions Creative Entertainment (DICE) and published by Electronic Arts in 2011 for the PC, PS3 and Xbox 360. The game is powered by the proprietary Frostbite 2 engine, a further development of the engine used in the ''Bad Company'' games.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Battlefield 3'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Unlike earlier DICE games like ''[[Battlefield: Bad Company 2]]'' and ''[[Medal of Honor (2010)|Medal of Honor]]''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s multiplayer, weapons in ''Battlefield 3'' correctly track + 1 in the chamber and have correct chambering reload animations during empty reloads.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
In the beginning of the single-player mission &amp;quot;Semper Fidelis&amp;quot; and &amp;quot;The Great Destroyer&amp;quot;, Blackburn acquires a [[Beretta M9]]. It can also be seen holstered on some US Marine throughout the single-player campaign. In multiplayer it is the starting handgun for US forces. In multiplayer, Players can unlock additional M9's outfitted with a Tactical Light and a Sound Suppressor separately as they level (rank) up.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[Image:BF3-M9-1.jpg|thumb|none|600px|Blackburn holds an M9 at the start of the introductory mission &amp;quot;Semper Fidelis.&amp;quot; This one of only two times in the entire campaign the player character has a sidearm.]]&lt;br /&gt;
[[Image:BF3-M9-4.jpg|thumb|none|600px|Iron sights of the Beretta M9.]]&lt;br /&gt;
[[Image:Bf3 m9 latarka reloading 1.jpg|thumb|none|600px|The player character in multiplayer reloads a Beretta M9 fitted with a flashlight.]]&lt;br /&gt;
[[Image:Bf3_M9_suppressed.jpg|thumb|none|600px|The M9 with a suppressor. Different classes of weapon use different suppressor models, but those models are shared among the weapons of that class. The only exceptions to this are the G3A3 and SCAR-H CQC, which use the same model as the sniper rifles because of their caliber.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;93R&amp;quot;===&lt;br /&gt;
The [[Beretta M9|M9]]'s model is also modified to be the [[Beretta 93R|&amp;quot;93R&amp;quot;]] in the game. The weapon is given a 93R's muzzle brake and folding foregrip, as well as being able to fire 3-round bursts, and uses 20 round magazines, can be unlocked as a sidearm in Co-Op requiring a 86,000 Co-Op Score.&lt;br /&gt;
[[Image:Beretta92FS ExtR.jpg|thumb|none|400px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Beretta93-1-.jpg|thumb|none|400px||An actual Beretta 93R for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:Bf3 93r holding.jpg|thumb|none|600px|The Beretta is incorrectly depicted in-game.]]&lt;br /&gt;
[[File:Bf3 Beretta 93R aim.jpg|thumb|none|600px|Iron sights of the Beretta.]]&lt;br /&gt;
[[Image:Bf3 93r slide locked.jpg|thumb|none|600px|Better look at the Beretta.]]&lt;br /&gt;
[[Image:Bf3 93r reloading 2.jpg|thumb|none|600px|After replacing the magazine he operates the slide release; note the projecting base of the 20-round magazine and the two-handed grip used with this weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] is shown in an official screenshot for the Battlelog. Called &amp;quot;G17C&amp;quot;, although it is modeled after a standard Glock 17 as there are no compensator cuts on the top of the slide. It comes standard with a laser sight, while a variant that has both a laser sight and a suppressor is available as a later unlock. It is the only handgun that lets you equip two attachments at a time without either being a DICE developer, or having a certain DLC package. Also, all of the US Assault kit soldiers have a G17 in a chest holster in addition to whatever their selected sidearm is, and this G17 does not have a laser.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|A Generation 3 Glock 17 - 9x19mm]]&lt;br /&gt;
[[File:Bf3 Glock 17 holding.jpg|thumb|none|600px|The player character holding a Glock 17 fitted with a laser sight.]]&lt;br /&gt;
[[File:Bf3 Glock 17 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:Bf3 glock 17 laser reloading 1.jpg|thumb|none|600px|Reloading the Glock 17.]]&lt;br /&gt;
[[Image:BF3-Glock-1.jpg|thumb|none|600px|A dead PLR soldier with a Glock 17 at his side.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The third generation [[Glock 18]] appears as the &amp;quot;G18&amp;quot;. It has an extended magazine base that gives it a 19 round capacity. Interestingly enough in the beta, the suppressed Glock 18 is unlocked before the standard unsuppressed variant (though this has been fixed in the regular game and the unsuppressed version is unlocked at Rank 30 with the suppressed variant unlocked at 41). Note that the Battlelog picture (seen below) lacks a fire selector, but is actually different than that G17's picture. This is most likely because it is from an early build of the game, as it appears correctly in-game. It is an incredibly effective sidearm in close quarters, but is useless at medium range and beyond unless burst fired.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:BF3BLG18.jpg|thumb|none|600px|G18 Battlelog render.]]&lt;br /&gt;
[[File:BF3 Glock 18 holding.jpg|thumb|none|600px|First-person view of the Glock 18.]]&lt;br /&gt;
[[File:BF3 Glock 18 aiming.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:BF3G18reload.jpg|thumb|none|600px|Reloading; note the fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==MEU(SOC) Pistol==&lt;br /&gt;
The USMC variant of the M1911, the [[M45]], can be used if the player is a Battlefield Veteran or a member of the EA Gun Club. It is a standard M1911A1 with a three-hole trigger, a Springfield slide, commander-style hammer, beavertail grip safety, Pachmayr rubber grips, and uses 8 round magazines. It comes with additional variants that incorporate a Tactical Flashlight or Sound Suppressor. A variant with both aforementioned attachments (named ''M1911 S-TAC'') exist, but prior to the release of the ''End Game'' DLC, it was available only to DICE employees. For those with the DLC, a series of assignments need to be completed in order to unlock a final assignment, called &amp;quot;All about precision&amp;quot;. After completing it (which require 20 headshots with pistols), the pistol is unlocked.&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|MEU(SOC) Pistol - .45 ACP]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-1.jpg|thumb|none|600px|An American soldier with the MEU(SOC) pistol.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-5.jpg|thumb|none|600px|The tritium sights of the pistol. Here it's possible to see the lack of an ambidextrous safety.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-2.jpg|thumb|none|600px|The MEU(SOC) has its own unique reload animation, while all the other pistols use another generic animation. Here the magazine is ejected. Note the incorrect curved mainspring housing. Also note the A1 style safety, which is also incorrect.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-3.jpg|thumb|none|600px|Lining up a loaded magazine with the magwell. Note that the &amp;quot;MODEL 1911-A1&amp;quot; and &amp;quot;CAL.45&amp;quot; markings on the slide. This and the slanted serrations shows that it's a Springfield Armory made slide.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-4.jpg|thumb|none|600px|Top view of the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] revolver returns from ''Bad Company'' and ''Bad Company 2'' as an unlockable sidearm that can only be unlocked by achieving a 5000 Co-Op Score. Unlike in ''Bad Company 2'', the top break cartridge ejector is seen in full effect actually ejecting spent rounds as opposed to &amp;quot;flicking&amp;quot; them out. It is considerably different by having a slightly faster rate of fire and being more effective at close range compared to its larger .44 cousin.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:Bf3 MP-412 REX holding.jpg|599px|thumb|none|The player character in multiplayer holds an MP-412 REX.]]&lt;br /&gt;
[[File:Bf3 MP-412 REX aim.jpg|thumb|none|600px|Iron sights of the MP-412 REX.]]&lt;br /&gt;
[[File:Bf3 MP412 reload 1.jpg|thumb|none|600px|The automatic extractor in action.]]&lt;br /&gt;
[[File:Bf3 MP-412 REX reloading 2.jpg|thumb|none|600px|Inserting new .357 Magnum rounds with a speedloader.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
The [[MP-443 Grach]] returns from ''Bad Company 2'' and is the Russian faction's sidearm. In Multiplayer the player unlocks the Tactical Light and Sound Suppressor as they level up instead of by gaining kills with the weapon. Its 17-round capacity can be considered anachronistic, as Russian forces have switched to 18-round magazines in 2004.&lt;br /&gt;
[[Image:MP433Grach.jpg|none|thumb|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[Image:BF3-MP443-1.jpg|thumb|none|600px|Vladimir uses his MP-443 as Bane, err one of Solomon's men, demonstrates how not to steal a car stereo.]]&lt;br /&gt;
[[Image:BF3-MP443-2.jpg|thumb|none|600px|Dmitri Mayakovsky holds his MP-443 on Blackburn as he tries to blame everything on a fire extinguisher.]]&lt;br /&gt;
[[File:Bf3 MP-443 Grach holding.jpg|thumb|none|600px|Holding the MP-443 Grach.]]&lt;br /&gt;
[[File:Bf3 MP-443 Grach aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Bf3 MP-443 Grach reloading 1.jpg|thumb|none|600px|Mid-magazine reload.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] appears as an unlockable sidearm, and can be fitted with a scope. Appears as &amp;quot;.44 Magnum&amp;quot;, one of the few weapons in game that does not go by its proper name. In the campaign, the antagonist Solomon uses one as his personal sidearm. In multiplayer, a variant with a PK-A scope is fittingly unlocked at Rank 44. It has a slow rate of fire, but is a powerful weapon.&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|400px|Taurus Model 44 with 6&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:BF3-Taurus44-1.jpg|thumb|none|600px|Solomon aims his Taurus Model 44 at Blackburn during the introductory level. Visible in the full-sized image is what appears to be an empty speedloader hovering in mid-air behind the weapon, just above Solomon's wrist.]]&lt;br /&gt;
[[Image:BF3-Taurus44-2.jpg|thumb|none|600px|Blackburn soon finds himself getting a closer look at the barrel.]]&lt;br /&gt;
[[Image:BF3-Taurus44-3.jpg|thumb|none|600px|Prior to the start of &amp;quot;Uprising,&amp;quot; Solomon is seen aiming his Taurus at an injured Marine.]]&lt;br /&gt;
[[File:Bf3 Taurus Model 44 holding.jpg|thumb|none|600px|FPS view of the &amp;quot;.44 Magnum&amp;quot;.]]&lt;br /&gt;
[[File:BF3 .44 reload (1).jpg|thumb|none|600px|Ejecting spent shells from the cylinder of a scoped Taurus Model 44.]]&lt;br /&gt;
[[File:BF3 .44 reload (2).jpg|thumb|none|600px|Using the speed loader to reload.]]&lt;br /&gt;
[[File:BF3 .44 reload (3).jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
A large number of weapons appear on dog tags associated with a similar weapon, weapon of the same family, weapon of the same category, or in a few cases, weapons that make no sense at all. As there are so many, the weapons found '''only''' on dog tags have been placed in their own category at the bottom of each class of weapon. This is to avoid confusion as to which weapons are actually in the game and which ones are only pictures.&lt;br /&gt;
[[Image:Battlefield 3 DogTag Pistols.jpg|thumb|none|599px|Dog Tag Pistols.]]&lt;br /&gt;
Beretta &amp;quot;93R&amp;quot; Dog Tag 100/500 kill - [[Beretta 93R]] / Fake [[Beretta M9|&amp;quot;92R&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Beretta M9 Dog Tag 100/500 kill - [[Beretta M9]] / [[Beretta M9]]&amp;lt;br&amp;gt;&lt;br /&gt;
Beretta M9 Suppressed Dog Tag 100/500 kill - [[Beretta M9]] / [[Beretta M9]]&amp;lt;br&amp;gt;&lt;br /&gt;
Glock 17 Dog Tag 100/500 kill - [[Glock 17]] / [[Glock 17]]&amp;lt;br&amp;gt;&lt;br /&gt;
Glock 18 Dog Tag 100/500 kill - [[Glock 18]] / [[Glock 18]]&amp;lt;br&amp;gt;&lt;br /&gt;
MEU (SOC) Dog Tag 100/500 kill - [[M1911A1]] / [[M45|MEU (SOC)]]&amp;lt;br&amp;gt;&lt;br /&gt;
MP-442 REX Dog Tag 100/500 kill - [[MP-412 REX]] / [[MP-412 REX]]&amp;lt;br&amp;gt;&lt;br /&gt;
MP-443 Grach Dog Tag 100/500 kill - [[MP-443 Grach]] / [[MP-443 Grach]]&amp;lt;br&amp;gt;&lt;br /&gt;
MP-443 Grach Suppressed Dog Tag 100/500 kill - [[Makarov PB]] / [[MP-443 Grach]]&amp;lt;br&amp;gt;&lt;br /&gt;
Taurus Model 44 Dog Tag 100/500 kill - [[Taurus Model 44]] / [[Taurus Model 44]]&amp;lt;br&amp;gt;&lt;br /&gt;
Handgun Mastery Dog Tag Handgun Medal 1 Time - [[Single Action Army|Single Action Army 1873]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;toe2toe&amp;quot; Dog tag - [[Beretta M9]] / [[MP-443 Grach]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Unlike previous games in the series, SMGs are all-class weapons, and not strictly limited to an Engineer/Spec Ops-type class.&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] boasts a large ammo capacity at 50+1, a high rate of fire, and excellent accuracy at the expense of suffering from low damage at long distance. The weapon is capable of being used by all four classes in multiplayer.&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[Image:BF3-P90-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a P90TR during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[File:BF3 P90 (1).jpg|thumb|none|600px|Aiming down the fictional default BUIS used on several weapons in ''Battlefield 3''.]]&lt;br /&gt;
[[File:BF3 P90 (2).jpg|thumb|none|600px|Reloading the P90.]]&lt;br /&gt;
[[File:BF3 P90 (3).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KA4==&lt;br /&gt;
The [[MP5K|MP5KA4]] is added to BF3 via ''Close Quarters'' DLC, called M5K in BF3, comes standard with a 15 round magazine that incorrectly holds 20 rounds. However, the Extended Mags attachment gives it a 30 round magazine with the correct ammo count. Note that in Battlelog, its render is a MP5KN with the fire selector on safe, but in-game it is a MP5KA4 with the fire selector on full-auto. A correct three-round burst mode was added in a patch around the time of release for the ''Armored Kill'' expansion.&lt;br /&gt;
[[image:MP5KA4.jpg|thumb|none|400px|MP5KA4 - 9x19mm]]&lt;br /&gt;
[[file:bf3 m5k idle.jpg|thumb|none|600px|The &amp;quot;M5K&amp;quot; in ''Battlefield 3''.]]&lt;br /&gt;
[[File:Bf3 Heckler &amp;amp; Koch MP5KA4 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:bf3 m5k reload1.jpg|thumb|none|600px|Pulling the bolt back]]&lt;br /&gt;
[[file:bf3 m5k reload2.jpg|thumb|none|600px|Inserting a new magazine]]&lt;br /&gt;
[[file:bf3 m5k reload3.jpg|thumb|none|600px|Performing an HK slap]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[H&amp;amp;K MP7A1]] can be unlocked and used by any kit. It can use either a 20- or 40-round magazine. It must be unlocked in the Co-Op mode, requiring 34,000 Score. It does low damage to enemies, but has a very high rate of fire and manageable recoil to balance it out. An interesting thing to note is that this weapon has separate reload animations for the 20 and 40 round magazines (the 20 round magazine is dropped via the use of gravity, while the 40 round magazine is manually removed). The &amp;quot;reload-from-empty&amp;quot; animation on the MP7 has the player thumb an invisible bolt release, not reaching far enough to tab the lever.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[Image:BF3-MP7-4.jpg|thumb|none|600px|Blackburn holds an MP7A1 with suppressor, EOTech sight and 40-round extended magazine during the mission &amp;quot;Night Shift.&amp;quot; Note the BUIS are retained even with an optic added.]]&lt;br /&gt;
[[Image:BF3-MP7-1.jpg|thumb|none|600px|Blackburn loads a new 40-round magazine into his MP7A1 as he is menaced by a series of incomprehensible graffiti tags.]]&lt;br /&gt;
[[Image:BF3-MP7-2.jpg|thumb|none|600px|The 20-round magazine for the MP7A1 frequently glitches and fails to appear during the campaign; here in &amp;quot;The Great Destroyer&amp;quot; Blackburn reloads one with a large flash suppressor, IRNV scope and laser pointer...]]&lt;br /&gt;
[[Image:BF3-MP7-3.jpg|thumb|none|600px|...whereas earlier he just told his vanilla one to imagine it was full of bullets that were ''this'' big.]]&lt;br /&gt;
[[File:Bf3 Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|The default iron sights of the MP7 in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|H&amp;amp;K UMP45]] can be used by all four classes, and has an ammo capacity of 25 + 1. The game correctly depicts the UMP's single / 2 round burst / full auto firing modes.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:Rrt877 ump.jpg|thumb|none|600px|The UMP in multiplayer.]]&lt;br /&gt;
[[File:Bf3 Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:BF3-UMP-1.jpg|thumb|none|600px|Blackburn reloads his UMP during &amp;quot;The Great Destroyer,&amp;quot; wondering why he didn't have it the first time he went through this section. Note the caution on the side of the weapon to read the owner's manual; while this makes some sense on this level where the UMPs are seen in the hands of terrorists, the warning is still present even in &amp;quot;Operation Guillotine&amp;quot; when the UMPs are used by the US military; military UMPs should not have it.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon|PP-19 Bizon-2]] is included in the ''Back to Karkand'' expansion pack, and can be used by any kit. The weapon features a slightly inaccurate magazine capacity of 54 rounds (+ 1 in the chamber), whereas the real life 9x19mm Parabellum helical magazine has a max capacity of 53. However, the PP-19 in-game is chambered in the 9x18mm Makarov, although the lower magazine capacity could very well be for balancing purposes, as DICE may have felt 64 rounds in an SMG would be a tad unfair. Also to note, the PP-19 is the only 9x18mm Makarov weapon in the game.&lt;br /&gt;
[[Image:Bizon9x18.jpg|thumb|none|400px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[Image:BF3-PP19-1.jpg|thumb|none|600px|PP-19 Bizon-2 on the customise menu. Note that the 9x19mm caliber was changed to 9x18 in a patch.]]&lt;br /&gt;
[[file:bf3 bizon idle.jpg|thumb|none|600px|The PP-19 in idle, looking rather ridiculous with a PK-A 3x scope and an enormous flash suppressor.]]&lt;br /&gt;
[[file:bf3 bizon reload.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:bf3 bizon bolt.jpg|thumb|none|600px|Pulling the bolt to chamber a new round.]]&lt;br /&gt;
[[File:BF3 PP19 ads.jpg|thumb|none|600px|Iron sights of a camouflaged Bizon.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] returns from ''Bad Company 2'', feeling much more realistic this time around, with a more believable firing rate and packing a decent punch per shot, as opposed to the previous game, in which its firing rate was more akin to a Minigun and its power-per-shot around the area of lightly tossing a handful of pebbles at your opponent's face. Comes standard with a 20 round mag, and a 40 round extended mag can be unlocked.&lt;br /&gt;
[[Image:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[Image:BF3-PP2000-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds his PP-2000 after completing a HALO jump into Northern Iran at the start of the mission &amp;quot;Kaffarov.&amp;quot;]]&lt;br /&gt;
[[File:Bf3 KBP PP-2000 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Bf3 KBP PP-2000 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Bf3 KBP PP-2000 reloading 2.jpg|thumb|none|600px|Cocking the PP-2000]].&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
For the first time in a main ''Battlefield'' series game (excluding spinoffs like ''[[Battlefield Play4Free]]''), shotguns can be iron-sighted, and like the SMGs, can be used in every kit. In addition, DICE made it so that their shotguns have considerable range, unlike most video games where you have to see the whites of the enemies' eyes for shotguns to be effective. &lt;br /&gt;
&lt;br /&gt;
In BF3, shotgun shells change color depending on which faction is using them; US Marines use red shells, and Russian Ground Forces use green shells.&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M1014]] semi-automatic shotgun is found in ''Battlefield 3''. Magazine capacities available are either the civilian legal 4+1, or the full-length 6+1 (Indicating the use of 3-inch magnum rounds. The full-length tube normally holds seven 2.75-inch rounds). When reloading from empty, the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly, just like the 870 MCS.&lt;br /&gt;
&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[Image:BF3-M1014-2.jpg|thumb|none|600px|M1014 near a dead bank worker at the end of the mission &amp;quot;Operation Guillotine&amp;quot;.]]&lt;br /&gt;
[[Image:BF3-M1014-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M1014 during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:Rrt877 m1014.jpg|thumb|none|600px|M1014 in MP.]]&lt;br /&gt;
[[Image:Rrt877 m1014 reload.jpg|thumb|none|600px|M1014 in MP, reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is one of the 10 guns appearing in the ''Close Quarters'' expansion pack. The weapon is restricted to pump action, and performs similarly to the 870MCS and has the same standard (4+1) and extended (6+1) capacities, but has a slower per-shell reload speed and each shell contains one less pellet than those of the 870. However, it's offset by a maximum rate of fire that is high enough to the point that the next shot can be fired way before the pump animation can finish, specifically at the brief moment where the action is fully to the rear.&lt;br /&gt;
&lt;br /&gt;
The SPAS is also one of the strangest weapons to appear on a different weapon's Dog Tag; it appears on the Dog Tag awarded for 100 kills with the USAS-12. Other than four capital letters followed by &amp;quot;-12&amp;quot;, both being 12-gauge, and that they were both in the ''[[Battlefield: Bad Company]]'' series, they have little in common. The ''Close Quarters'' DLC, which adds the SPAS-12, still has the USAS-12 displaying a SPAS-12 Dog Tag.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[file:bf3 spas idle.jpg|thumb|600px|none|SPAS-12 idle]]&lt;br /&gt;
[[file:bf3 spas iron.jpg|thumb|600px|none|The SPAS-12's iron sights]]&lt;br /&gt;
[[file:bf3 spas chamber.jpg|thumb|600px|none|Inserting a new round into the chamber]]&lt;br /&gt;
[[file:bf3 spas reload.jpg|thumb|600px|none|Continuing the reload. If you look closely, you can make out part of the word &amp;quot;gauge&amp;quot; on the shell.]]&lt;br /&gt;
&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
The [[M26 MASS]] can be used only in the Assault kit in the &amp;quot;Gadget 1&amp;quot; slot. It may be used either as a standalone weapon, or mounted on any of the assault rifles if said rifle is equipped with the underslung rail. It can fire buckshot, flechettes, FRAG-12 rounds, or slugs, same as the other shotguns. The AEK-971 and AN-94 cannot mount the M26 MASS despite having underslung rails as an available attachment, possibly because it would interfere with both weapon's particular reload animation. A model glitch exists on some weapons that mount the M26 MASS where the charging handle will stay up even when the weapon is not in use.&lt;br /&gt;
[[Image:XM26 2 highRes.jpg|thumb|none|450px|M26 MASS - 12 gauge, mounted on [[M4A1 carbine]] with C-More red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:XM26.jpg|thumb|none|400px|Standalone version of M26 MASS - 12 gauge]]&lt;br /&gt;
[[Image:BF3 Mass.jpg|thumb|none|600px|M26 standalone.]]&lt;br /&gt;
[[Image:Rrt877 mass mounted.jpg|thumb|none|600px|MASS mounted on an &amp;quot;M16A3&amp;quot; in multiplayer.]]&lt;br /&gt;
[[Image:Rrt877 mass mounted reloading.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
The [[Pancor Jackhammer]], called the &amp;quot;MK3A1&amp;quot;, is included in the ''Back to Karkand'' expansion pack, and can be used by any kit. The appearance is highly unrealistic since only two fully automatic prototypes were ever produced; obviously, it does not emulate the real weapon's problems with failing to cycle in full-auto. It feeds from a 8-round magazine or a 12-round extended magazine, both incorrect; the real weapon feeds from a 10-round revolver style cylinder and does not chamber a round to gain a +1 as portrayed in the game.&lt;br /&gt;
[[Image:Jackhammer.jpg|400px|thumb|none|Pancor Jackhammer - 12 gauge]]&lt;br /&gt;
[[Image:BF3-Jackhammer-1.jpg|thumb|none|600px|Jackhammer on the customisation screen. Note the erroneous suppressor attachment that has since been patched out of the Jackhammer's available accessories list.]]&lt;br /&gt;
[[Image:Pancor Jackhammer BF3.jpg|thumb|none|600px|The Pancor Jackhammer idle]]&lt;br /&gt;
[[Image:Pancor Mark III A1 BF3 Reload.jpg|thumb|none|600px|The Pancor Jackhammer reloading. This is one of the few games to correctly depict the actual reload of this weapon. The foregrip is pushed forward to unlock and drop the &amp;quot;ammo cassette&amp;quot; (cylinder magazine), a fresh ammo cassette is inserted, and a release button on the trigger guard is pressed to retract the foregrip and lock the ammo cassette in place.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870|Remington 870 MCS]] appears as the &amp;quot;870MCS&amp;quot;. The player pumps the shotgun very quickly, which makes it seem almost semi-automatic in-game, like a pump action combat shotgun should be. Magazine capacities are either the standard 4+1, or the extended 6+1. As with the M1014, when reloading from empty the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly.&lt;br /&gt;
[[Image:Remington_870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[Image:BF3-MCS-1.jpg|thumb|none|600px|Blackburn holds an 870 MCS with a tactical light during the mission &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-MCS-2.jpg|thumb|none|600px|One of Blackburn's starting weapons in &amp;quot;Operation Guillotine&amp;quot; is this Remington 870 MCS with a laser aiming module. Precisely what this is for when he has his Big Magic White Circle for aiming with is unclear.]]&lt;br /&gt;
[[Image:Bf3 870 aim.jpg|thumb|none|600px|Iron sights of the Remington 870 MCS.]]&lt;br /&gt;
[[File:Bf3_870MCS_Frag.jpg|thumb|none|600px|Firing a 12 gauge fragmentation round from the 870. It looks impressive and can suppress enemies well, but it does about as much damage as a firecracker without a direct hit.]]&lt;br /&gt;
[[File:BF3_chamberload_870mcs_ext_mag.jpg|thumb|none|600px|Chamberloading an 870 that has an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] returns from ''Battlefield 2'' and is the second semi-auto shotgun unlocked. Magazine capacities are either the standard 6+1, or an extended 10+1 (originally 5+1 standard, and 8+1 extended, following the maximum factory capacity, changed after the 4th update).&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|450px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[Image:BF3-Saiga-1.jpg|thumb|none|600px|Blackburn holds a rather beat-up camouflaged Saiga 12K during the mission &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-Saiga-2.jpg|thumb|none|600px|The mission &amp;quot;Kaffarov&amp;quot; can be a little on the strange side at times; here Dmitri Mayakovsky holds a Saiga 12K fitted with a laser aiming module and PK-AS optic, watching in bemusement as shooting the windshield of a car makes two men who had clipped inside it dramatically leap through the roof. For a finishing touch, the car exploded immediately afterwards.]]&lt;br /&gt;
[[Image:BF3-Saiga-3.jpg|thumb|none|600px|Wary of any other weirdness, Dmitri reloads his Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
==SWD/Cobray Street Sweeper / Armsel Protecta Hybrid==&lt;br /&gt;
A hybrid of the [[SWD/Cobray Street Sweeper]] and the [[Armsel Protecta]] is included in ''Battlefield 3''. It features semi-automatic fire, has a thin winding key on the front of the drum magazine, and lacks a rear-mounted drum advance lever, which are features of the Street Sweeper, while it also has the Protecta's automatic shell ejection capabilities and therefore its large shell deflector (the Street Sweeper had to manually eject fired shells with an ejector rod, like a [[Colt Single Action Army]]). Conceptually, the hybrid is similar to Sentinel Arms' treatment of the Armsel Striker in their Striker-12, but the weapon lacks the Striker-12's unique thumb tab.&lt;br /&gt;
&lt;br /&gt;
The weapon is referred to as the &amp;quot;DAO-12&amp;quot;, as it was in ''[[Battlefield 2]]''; this stands for &amp;quot;double action only, 12 gauge&amp;quot; and is a ''description'' of the weapon rather than a correct name for it. The name was kept as an homage to ''Battlefield 2''. The weapon has an incorrect capacity of 8-rounds by default, but the correct 12 if the extended magazine attachment is used. This is most likely for balance, so players can't use a semi-auto, 12 round shotgun AND 3 attachments on top of that.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|400px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:Protecta.jpg|thumb|none|400px|Armsel Protecta with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:BF3-Streetsweeper-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a DAO-12 fitted with a Kobra reflex sight at the start of the mission &amp;quot;Kaffarov.&amp;quot;]]&lt;br /&gt;
[[File:Bf3 Cobray Street Sweeper aim.jpg|thumb|none|600px|Iron sights of the DAO-12.]]&lt;br /&gt;
[[File:Bf3 Cobray Street Sweeper reloading 2.jpg|thumb|none|600px|To reload, the player character tilts the weapon to the side... (note the shell deflector characteristic of the Protecta)]]&lt;br /&gt;
[[File:Bf3 Cobray Street Sweeper reloading 1.jpg|thumb|none|600px|...and inserts the shells one at a time via the loading gate. The process is incorrect because the drum is never rotated after loading a round; DICE apparently assumed that the drum would automatically rotate during reloading like when firing, when in reality it has to be rotated manually while reloading (the reload is corrected in BF4). Note &amp;quot;12 GAUGE&amp;quot; and a fragmentation symbol visible on the shells.]]&lt;br /&gt;
[[File:BF3 DAO-12 winding.jpg|thumb|none|600px|At the start of an empty reload, the character winds the drum before loading it.]]&lt;br /&gt;
&lt;br /&gt;
==USAS-12==&lt;br /&gt;
The [[USAS-12]] is the only full-auto shotgun in-game, barring the MK3A1 Jackhammer in ''Back to Karkand''. The magazine capacity is incorrectly 6+1 by standard or the correct 10+1 with the extended magazines equipped, most likely for balance, same as the Striker. When optics are attached, the carry handle is replaced by a strip of rails, meaning that the weapon becomes visually identical to the WM-12, an American semi-auto clone of the USAS-12. Like all shotguns, it can utilise standard Buckshot, Slugs, Flechettes and explosive FRAG-12 rounds as well as fit a variety of accessories and attachments. &lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 with 10-round magazine - 12 gauge]]&lt;br /&gt;
[[File:WM-12.jpg|thumb|none|400px|Ameetec Arms WM-12 - 12 gauge]]&lt;br /&gt;
[[Image:Bf3 usas12 holding.jpg|thumb|none|600px|The player character holds a USAS-12, vowing that nobody will take the last sun lounger from him.]]&lt;br /&gt;
[[Image:Bf3 usas12 aim.jpg|thumb|none|600px|Iron sights of the USAS-12.]]&lt;br /&gt;
[[Image:BF3-USAS-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads his USAS-12, which, according to the trademarks, was made by &amp;quot;Baewoo Brecisions&amp;quot; of Korea.]]&lt;br /&gt;
[[Image:Bf3 usas12 reloaded 2.jpg|thumb|none|600px|After replacing the magazine, the player character pulls on the charging handle. Note the deserted left side dust cover, compared to the image above.]]&lt;br /&gt;
[[Image:Bf3 usas12 world.jpg|thumb|none|600px|Icon and world model for the USAS-12. Note that the world model has no sights and no magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
[[Image:Battlefield 3 DogTag Shotguns.jpg|thumb|none|600px|Dog Tag Shotguns.]]&lt;br /&gt;
Benellli M1014 Dog Tag 100/500 kill- [[Benelli M1014]] / [[Benelli M1014]]&amp;lt;br&amp;gt;&lt;br /&gt;
Franchi SPAS-12 Dog Tag 100/1000 kill - [[SPAS-12]] / [[SPAS-12]]&amp;lt;br&amp;gt;&lt;br /&gt;
M26 MASS Dog Tag 100/500 kill - [[M26 MASS]] / [[M26 MASS]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pancor Jackhammer Dog tag 100/500 kill - [[Pancor Jackhammer]] / [[Pancor Jackhammer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Remington 870 MCS Dog Tag 100/500 kill - [[Remington 870|Remington 870 MCS]] / [[Remington 870|Remington 870 MCS]]&amp;lt;br&amp;gt;&lt;br /&gt;
Saiga 12K Dog Tag 100/500 kill - [[Saiga-12K]] / [[Saiga-12K]]&amp;lt;br&amp;gt;&lt;br /&gt;
SWD / Cobray Street Sweeper Dog Tag 100/500 kill - [[SWD/Cobray Street Sweeper]] / [[SWD/Cobray Street Sweeper]]&amp;lt;br&amp;gt;&lt;br /&gt;
USAS-12 Dog Tag 100/500 kill - [[SPAS-12]] / [[USAS-12]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
==5.56A-91==&lt;br /&gt;
The [[5.56A-91]] appears as part of the incredibly vague &amp;quot;Compact Assault Rifle&amp;quot; classification, and thus is used by the Engineer kit. It does not have its 40mm grenade launcher. It is the successor to the [[9A-91]] from ''Bad Company 2'', albeit firing the 5.56mm NATO round instead of the 9A-91's 9x39mm one. Called &amp;quot;[[A-91]]&amp;quot; in the game, which refers to the 7.62x39mm variant.&lt;br /&gt;
[[File:5.56A-91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[Image:BF3-A91-1.jpg|thumb|none|600px|Dmitri Mayakovsky looks at fellow GRU agent Vladimir holding a 5.56A-91 as they go to work at the start of &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:Rrt877 a-91.jpg|thumb|none|600px|5.56A-91 in MP.]]&lt;br /&gt;
[[Image:Rrt877 a-91 reloading.jpg|thumb|none|600px|5.56A-91 in MP reloading.]]&lt;br /&gt;
&lt;br /&gt;
==AEK-971==&lt;br /&gt;
The [[AEK-971]] is an unlock for the Assault kit.&lt;br /&gt;
[[Image:aek971_545.jpg|thumb|none|450px|AEK-971 (current model) with folding stock - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AEK-1.jpg|thumb|none|600px|Blackburn holds an AEK-971 near the start of the mission &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3 AEK971.jpg|thumb|none|600px|AEK-971 in ''Battlefield 3'' with Kobra Red dot sight and foregrip attached. Note that because of a glitch, both the indirect flightpath crosshair and the standard crosshair appear when switching rapidly between the grenade launcher and primary weapon. Switching to secondary weapon and back again fixes this issue.]]&lt;br /&gt;
[[Image:Rrt877 aek2 reload.jpg|thumb|none|600px|AEK-971 in MP, reloading.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74M==&lt;br /&gt;
The [[AK-74M]] is the standard assault rifle used by the Russian Assault kit. It is very accurate and has minimal recoil, but suffers from reduced damage compared to the M16A3.&lt;br /&gt;
[[Image:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AK-1.jpg|thumb|none|600px|Blackburn holds an AK-74M equipped with a PSO-1 scope during &amp;quot;Operation Swordbreaker.&amp;quot; Weapons on the ground do not show their attachments or have text signifying what they have attached, meaning occasionally picking up a boring-looking vanilla weapon will result in the player character producing Excalibur as here.]]&lt;br /&gt;
[[Image:Bf3 ak-74m aim.jpg|thumb|none|600px|Iron sights of the AK-74M.]]&lt;br /&gt;
[[Image:Bf3 ak-74m reloading 1.jpg|thumb|none|600px|Blackburn reloads his AK-74M; note the tape grip around the magazine. Also note the incorrectly modeled fixed stock, lacking both its side-folding hinge and release button.]]&lt;br /&gt;
[[Image:Bf3 ak-74m reloading 2.jpg|thumb|none|600px|After that, he flips the weapon over and pulls on the charging handle.]]&lt;br /&gt;
[[Image:Bf3 ak-74m world.jpg|thumb|none|600px|Icon and world model of the AK-74M.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is used by the Engineer kit in multiplayer, and is the starting weapon for Russian Engineers.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AKS-74U-1.jpg|thumb|none|600px|Blackburn wrestles with one of Solomon's men during the introductory mission &amp;quot;Semper Fidelis.&amp;quot; On the Xbox 360 version before the ''Back to Karkand'' update, this terrorist was instead armed with a UMP45, but still gives Blackburn an AKS-74U when he dies.]]&lt;br /&gt;
[[Image:BF3-AKS-1.jpg|thumb|none|600px|At the start of the mission &amp;quot;Uprising,&amp;quot; Blackburn relieves a PLR soldier of this AKS-74U with a Kobra reflex sight, suppressor and tactical light.]]&lt;br /&gt;
[[Image:Rrt877 aks74u reloading.jpg|thumb|none|600px|AKS-74U in multiplayer, note the the odd milled/stamped steel hybrid receiver, showing this is the same model from the ''Bad Company'' series.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] returns from the ''Bad Company'' series. The AN-94's dual-rate full-auto mode is correctly depicted in ''Battlefield 3''. In multiplayer, when set to burst, the weapon fires an 1800RPM 2-round burst, and when set to full auto, it fires the first two shots at 1800RPM, while the rest are fired at 600RPM. In the single-player campaign, the 2 round burst is shown to incorrectly fire at the 600 rpm as opposed to the correct 1800 rpm.&lt;br /&gt;
&lt;br /&gt;
The AN-94 starts in 2-round burst mode by default. Before a patch, the weapon lacked the semi-automatic mode found on the real weapon, instead featuring only the 2-burst and full-auto modes.&lt;br /&gt;
&lt;br /&gt;
An interesting note is that the player character uses the Speed Reload technique when reloading the AN-94, where he pushes the mag release and flicks the magazine out with another magazine, the same applies to the AEK-971.&lt;br /&gt;
&lt;br /&gt;
[[Image:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|450px|none|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AN94-1.jpg|thumb|none|600px|Blackburn holds an AN-94 equipped with a PKS-07 long-range scope as he looks over an airdropped Russian D-30 122mm howitzer during the mission &amp;quot;Rock and a Hard Place.&amp;quot;]]&lt;br /&gt;
[[File:BF3 AN-94 (1).jpg|thumb|none|600px|Iron sights of the AN-94.]]&lt;br /&gt;
[[File:BF3 AN-94 (2).jpg|thumb|none|600px|Inserting the new magazine after kicking out the old one...]]&lt;br /&gt;
[[File:BF3 AN-94 (3).jpg|thumb|none|600px|...and chambering the first round.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears as an all kit weapon, most likely due to its small size and unique integrated suppressor, making it too specialized for any specific kit. The March 2012 update added the option of using extended 30-round box magazines (the largest box mag available for the VSS/AS Val/SR-3 rifles) instead of the standard 20-rounders. However, the gun is still modelled with a 20-round magazine even with the extended magazine equipped.&lt;br /&gt;
[[Image:As val1.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[Image:BF3-ASVal-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds his starting weapon, an AS Val assault rifle with a Kobra reflex sight, during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-ASVal-2.jpg|thumb|none|600px|Kiril holds his AS Val near the end of &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[File:BF3 AS VAL (1).jpg|thumb|none|600px|Aiming the AS Val.]]&lt;br /&gt;
[[File:BF3 AS VAL (2).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF3 AS VAL (3).jpg|thumb|none|600px|Charging the Val.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4LE Carbine==&lt;br /&gt;
Two versions of the [[M4 Carbine]] are found: the full-auto &amp;quot;M4A1&amp;quot; and the 3-round burst &amp;quot;M4&amp;quot;. However, they are modeled after the civilian M4LE, as evidenced by the Safe/Fire selector switch. The model features a KAC RIS handguard, Crane SOPMOD stock, Hogue pistol grip, M16A1 flash hider, and Magpul Ranger Plates. In singleplayer, the &amp;quot;M4A1&amp;quot; is commonly seen in the hands of the main character. In multiplayer, being a carbine, the M4s are used by the Engineer kit. The &amp;quot;M4A1&amp;quot; is the starting weapon for US Engineers, while the &amp;quot;M4&amp;quot; is unlocked at 40,000 Engineer score.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the first &amp;quot;Fault Line&amp;quot; trailers showed the player rack the charging handle during an empty reload, which was changed to a press of the bolt release from the Operation Metro trailer onwards and into the release version.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt M4LE Carbine.jpg|thumb|none|450px|Colt M4LE Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|An actual M4A1, for comparison - 5.56x45mm. This one is fitted with an Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard, and vertical forward grip.]]&lt;br /&gt;
[[File:BF3-M4-1.jpg|thumb|none|600px|Blackburn holds an &amp;quot;M4A1&amp;quot; during &amp;quot;Operation Swordbreaker.&amp;quot;]]&lt;br /&gt;
[[File:BF3-M4-2.jpg|thumb|none|600px|Blackburn reloads his carbine. &amp;quot;For law enforcement / military use&amp;quot; is printed on the side of the EOTech optic.]]&lt;br /&gt;
[[File:BF3-M4-3.jpg|thumb|none|600px|Reloading with the rifle in shadow reveals a snake-like design engraved on the mag well; this is present in ''Medal of Honor'', though as a dark shape that shows up in light rather than a silvery etching that only shows up in the dark. Also note how the semi-auto position reads &amp;quot;Fire&amp;quot;, meaning it was modeled on a civilian M4 variant.]]&lt;br /&gt;
[[File:Bf3 Colt M4A1 holding.jpg|thumb|none|600px|The M4 in multiplayer without any attachment.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Sporter Competition==&lt;br /&gt;
Both the 3-round burst &amp;quot;[[M16A4]]&amp;quot; and the full-auto &amp;quot;M16A3&amp;quot; are in fact modeled after the civilian Colt Sporter Competition, since they have a Safe/Fire selector switch, and they lack a bayonet lug. The model features an [[M16A1]] flash hider, a KAC RIS handguard with a rail cover on the right side rail, a Hogue pistol grip, a Magpul loop on the magazine, and a cloth sleeve wrapped around the stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; is the standard assault rifle used by the US Assault kit, and can be unlocked for the Russian Assault at 220,000 Assault points; the &amp;quot;M16A4&amp;quot; meanwhile is unlocked for both factions at 89,000 Assault points.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M16A4&amp;quot; was one of the first weapons to be shown in early gameplay footage, but was lacking rear iron sights and optical sights; these were added later on. Some later footage showed the M16 with the gas block missing when mounting sights, but this too was corrected in the final release.&lt;br /&gt;
[[File:Colt Sporter Competition.jpg|thumb|none|450px|Colt Sporter Competition with magazine removed - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|An actual M16A4, for comparison - 5.56x45mm NATO. This is the USMC style setup, an M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope.]]&lt;br /&gt;
[[File:BF3-M16-1.jpg|600px|thumb|none|Blackburn holds his &amp;quot;M16A3&amp;quot; during Operation Swordbreaker.]]&lt;br /&gt;
[[File:Bf3 m16a3 aim.jpg|thumb|none|600px|Iron sights of the &amp;quot;M16A3&amp;quot;.]]&lt;br /&gt;
[[File:BF3-M16-2.jpg|600px|thumb|none|A Marine reloads his &amp;quot;M16A3&amp;quot; with a mounted Trijicon ACOG scope in multiplayer.]]&lt;br /&gt;
[[File:Bf3 m16a4 world.jpg|thumb|none|600px|Icon and world model of the &amp;quot;M16A3&amp;quot; in Single Player (note that the front sight and gas block are missing, while in the first person model they are present).]]&lt;br /&gt;
&lt;br /&gt;
==DIO KH2002 Sama==&lt;br /&gt;
Befitting the Iranian setting, the [[DIO KH2002|DIO KH2002 Sama]] bullpup assault rifle is one of the weapons in the game. The improved foregrip of the Sama model only appears if the Foregrip attachment is used in multiplayer. The in-game model fires 30 rounds form a 20 round STANAG magazine, however.&lt;br /&gt;
&lt;br /&gt;
In campaign mode, the weapon is often found in the hands of Iranian Army soldiers after the PLR's hostile takeover. It fires in single shot and 3-round burst firing modes, and uses Russian optics. It can be unlocked for multiplayer use with a 17,000 co-op score. &lt;br /&gt;
[[Image:Kh2002 2009 improved.jpg|thumb|none|400px|Iranian Defense Industries Organization (DIO) KH2002, improved 2009 model - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-KH2002-1.jpg|thumb|none|600px|Blackburn holds a KH2002 during the mission &amp;quot;Uprising&amp;quot; as he discovers the exit.]]&lt;br /&gt;
[[Image:Bf3 kh2002 aim.jpg|thumb|none|600px|Iron sights of the KH2002.]]&lt;br /&gt;
[[Image:BF3-KH2002-2.jpg|thumb|none|600px|Blackburn reloads his KH2002, showing that the Khaybar variant used in the game is the 2009 model.]]&lt;br /&gt;
[[File:BF3 KH2002 reload.jpg|thumb|none|600px|Charging an ACOG scope-equipped KH2002.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
A [[FAMAS Valorisé]] (FAMAS Upgraded) is included in the ''Back to Karkand'' expansion pack, and can be used by the Assault kit. The weapon is incorrectly fitted with a G1/G2 trigger guard rather than the correct F1 style one and has had the bipod removed. In-game, the FAMAS uses the correct 25 round straight magazines.&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-FAMAS-1.jpg|thumb|none|600px|FAMAS Valorisé on the customization screen. Note the incorrect 30-round magazine capacity, which has since been patched.]]&lt;br /&gt;
[[Image:Rrt877 famas3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Rrt877 famas3 reload.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000]] returns from the ''Bad Company'' series, and has much more realistic statistics, most notably that it doesn't have a fire rate resembling a minigun. Due to its lack of an underslung rail, an M320 or M26 MASS will always be carried as a standalone if the F2000 is equipped. The F2000 can mount a bipod and foregrip like the other assault rifles.&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|400px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-F2000-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads an F2000 with EOTech reflex sight during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:1000px-BF3 F2000 Left Side.jpg|thumb|none|600px|The left side of the F2000 Tactical, note the FN trademarks.]]&lt;br /&gt;
[[Image:1000px-Bf3 2012-07-31 23-56-43-08.jpg|thumb|none|600px|The left side of the F2000 with Navy Blue Digital &amp;quot;camouflage&amp;quot;, folding bipod, EOtech sight, aftermarket flash hider, and what appears to be an intangible magwell.]]&lt;br /&gt;
[[Image:1000px-BF3 F2000 Iron Sight.jpg|thumb|none|600px|The F2000 iron sights.]]&lt;br /&gt;
[[Image:1000px-BF3 F2000.jpg|thumb|none|600px|The F2000 Tactical idle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The first generation FN Mk 17 Mod 0, or [[FN SCAR-H CQC]], is used by the Engineer kit In multiplayer. A modeling mistakes shows the fire selector switch set on semi-auto as the weapon itself fires on full-auto by default.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_SCAR_-1-.jpg|thumb|none|450px|First Gen Fabrique Nationale SCAR-H with M68 Aimpoint scope and Grippod foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Rrt877 mk17.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:BF3-SCAR-1.jpg|thumb|none|600px|Blackburn reloads his SCAR-H at the start of &amp;quot;Operation Guillotine.&amp;quot; Note that even though the weapon can fire in full-auto, the fire selector switch is set on semi-auto.]]&lt;br /&gt;
[[File:BF3 SCAR-H (1).jpg|thumb|none|600px|Pulling up the new magazine. This angle doesn't really happen with the SCAR-L reload.]]&lt;br /&gt;
[[File:BF3 SCAR-H (2).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The first generation FN Mk 16 MOD 0, or [[SCAR-L]], is an assault rifle added in the ''Close Quarters'' expansion pack and is issued to the Assault kit. It's weaker than its bigger brother the SCAR-H because of its smaller round, but it boasts a slightly higher rate of fire (620 rpm) and extremely controllable recoil. It's unlocked by completing the 'Set us up the Bomb' assignment, which involves killing 20 enemies with an underslung grenade launcher and 15 enemies with hand grenades.&lt;br /&gt;
[[Image:Scar l-1.jpg|thumb|400px|none|First Generation FN SCAR-L with M68 Aimpoint scope and Grippod foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF3_cq_SCAR_L_Iron.jpg|thumb|600px|none|The SCAR-L's iron sights]]&lt;br /&gt;
[[file:BF3_CQ_SCAR_l_reload.jpg|thumb|600px|none|The SCAR-L's reload. Note the selector switch is incorrectly set on single fire, but the charging handle is correctly in the locked back position since all rounds were expended.]]&lt;br /&gt;
[[file:BF3_SCAR_L_bolt.jpg|thumb|600px|none|Pressing the bolt release, which simultaneously sends the charging handle forward with the bolt. The game also correctly animates the reciprocating charging handle when firing the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36 (&amp;quot;MG36&amp;quot;)==&lt;br /&gt;
In the ''Back to Karkand'' expansion pack, a [[Heckler &amp;amp; Koch G36]] with G36C rails, bipods, and Beta C-Mag drums appears as the &amp;quot;MG36&amp;quot;; the actual MG36 did not have such a configuration, and was a rare weapon with a total production run of around 100 units, facts that were even mentioned in the description. Used by the Support kit, the C-Mag is limited to 50+1 and requires the &amp;quot;Extended Magazines&amp;quot; attachment in order to use its full 100+1 capacity.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg|thumb|none|450px|'''Airsoft''' G36 with G36C carrying handle and bipod - (fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:G36 CMag.jpg|thumb|none|450px|Configuration typically called &amp;quot;MG36;&amp;quot; actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-MG36-1.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; on the customization menu. Note the 12x sniper scope attached, in case you feel the need to give suppressive fire from 1000+ meters.]]&lt;br /&gt;
[[file:bf3 mg36 idle.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; idle, with a Beta C-mag that only holds 50 rounds]]&lt;br /&gt;
[[file:bf3 mg36 iron.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot;'s iron sights]]&lt;br /&gt;
[[file:bf3 mg36 reload1.jpg|thumb|none|600px|Inserting a fresh magazine]]&lt;br /&gt;
[[file:bf3 mg36 reload2.jpg|thumb|none|600px|Pulling the charging handle]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36C]] is seen in single player in the mission &amp;quot;Comrades&amp;quot;. The model is based from 2008's DICE game [[Mirror's Edge]]. It can fire semi, auto, or two-round burst. In multiplayer, the G36C being a carbine is used by the engineer kit and uses opaque magazines.&lt;br /&gt;
[[Image:G36CwForegrip.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C with vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-G36-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a G36C he took from a French police officer during the mission &amp;quot;Comrades.&amp;quot; Note That while the fire selector is in the correct position for fully automatic fire, the white position indicator is pointing to &amp;quot;safe&amp;quot;. It's greatly improved from Mirror's Edge's G36C.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[G3A3]] is available in both single and multiplayer. It is an actual H&amp;amp;K G3A3, and not an Iranian clone. It has a wide handguard, and the fire selector markings are S-E-F. The Iranian-manufactured version differs in that it utilizes a slimline handguard and has Farsi writing on the receiver. It can be unlocked for use in multiplayer by gaining 160,000 Co-Op score.&lt;br /&gt;
[[File:G3a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with wide handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-G3-1.jpg|thumb|none|600px|Blackburn holds a G3A3 with ACOG scope during the mission &amp;quot;Operation Swordbreaker.&amp;quot;]]&lt;br /&gt;
[[File:BF3-G3A3-Pickup.jpg|thumb|none|600px|The detailed pick-up icon for the G3A3.]]&lt;br /&gt;
[[Image:Bf3 g3a3 aim.jpg|thumb|none|600px|Iron sights of the G3A3.]]&lt;br /&gt;
[[Image:Bf3 g3a3 reloading 1.jpg|thumb|none|600px|Reloading the G3A3.]]&lt;br /&gt;
[[Image:Bf3 g3a3 world.jpg|thumb|none|600px|Icon and world model. Note the slightly mispositioned magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[HK416]] returns from ''Bad Company'' and ''Bad Company 2'' having a 10.4&amp;quot; barrel and OD furniture. It is the first unlock for the Assault kit and can have an M320 (which replaces the kit's Medkit) mounted as long as a grip or bipod are not. It once again appears as the &amp;quot;M416,&amp;quot; seemingly just because that's what it was called in the ''Bad Company'' games since it is no longer shown as a standardised US military weapon in singleplayer. At release, it featured semi-auto, burst, and full-auto modes, something that isn't typically possible with AR-15 type rifles and derivatives. A patch in December of 2011 removed the burst mode for PC, and as of the March 2012 patch, the Xbox 360 and PS3 version's M416 has it removed as well. The BF3 HK416 uses the older M4 Gen II style stock and a Tangodown pistol grip. Newer variants utilize HK's in-house stock and grip designs.&lt;br /&gt;
[[Image:Heckler and Koch 416.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with 10 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-HK416-1.jpg|thumb|none|600px|Blackburn runs with his HK416 with M320 grenade launcher, straight into a most unpleasant surprise. The Russian transport craft depicted is an Antonov An-22. The pilot of the Antonov is a big fan of ''[[Top Gun]]'' and is getting as much low-altitude fly-by practice in as he can before the real war starts.]]&lt;br /&gt;
[[Image:Bf3 hk416 holding.jpg|thumb|none|600px|A minor modeling error is present in the charging handle: the backside of the handle is completely solid. In reality, you would see a slot with the latch showing through on the left side. This mistake is not present in the M4/M16 models, but is present in the M27 and HK417 (both also HK designs).]]&lt;br /&gt;
[[Image:Bf3 hk416 aim.jpg|thumb|none|600px|Iron sights of the HK416.]]&lt;br /&gt;
[[Image:Bf3 hk416 reloading 1.jpg|thumb|none|600px|The player character reloads his HK416.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK53==&lt;br /&gt;
The [[HK53]] is included in the ''Back to Karkand'' expansion pack as the G53. It was listed in game under its original &amp;quot;HK53&amp;quot; name on the PS3 version until a patch altered it to G53 as used in the PC and X360 versions. It is a compact version of the HK33 rifle, and as a carbine, it can be used by the Engineer kit.&lt;br /&gt;
[[Image:H&amp;amp;KHK53-1.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK53 - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-HK53-1.jpg|thumb|none|600px|HK53 on the customization screen. This is a pre-patch screenshot from the PS3 version]]&lt;br /&gt;
[[Image:Rrt877 hk53.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Rrt877 hk53 reloading.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Assault kit. It features very high accuracy, low recoil and better hip-fire accuracy due to its bullpup configuration but suffers in close quarters due to its 650 RPM rate of fire. It also cannot mount an underslung M320 like it can in real life.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-L85-1.jpg|thumb|none|600px|L85A2 on the customisation screen.]]&lt;br /&gt;
[[file:bf3 l85 idle.jpg|thumb|none|600px|L85A2 idle, fitted with an ACOG sight and a bipod. Note the Picatinny rail mounted on top of the dovetail mount, which appears when alternate sights are used.]]&lt;br /&gt;
[[file:bf3 l85 reload.jpg|thumb|none|600px|Removing the empty magazine.]]&lt;br /&gt;
[[file:bf3 l85 bolt.jpg|thumb|none|600px|Moving to press the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR==&lt;br /&gt;
The [[Magpul PDR]], a compact bullpup assault rifle development of which was abandoned the year the game came out, appears as an all kit weapon. For unknown reasons, it appears as the &amp;quot;PDW-R&amp;quot; (most likely standing for Personal Defence Weapon-Rifle). Uses either 20 or 30 round polymer magazines, with 20 being the default option.&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|400px|none|Magpul PDR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-PDR-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads his PDR as he ponders the wisdom of Vladimir's &amp;quot;walking into a fire&amp;quot; plan.]]&lt;br /&gt;
[[File:BF3 PDR (1).jpg|thumb|none|600px|Pressing the magazine release on a PDR in multiplayer.]]&lt;br /&gt;
[[File:BF3 PDR (2).jpg|thumb|none|600px|Releasing the charging handle on a full reload.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95B==&lt;br /&gt;
The [[QBZ-95B]] is included in the ''Back to Karkand'' expansion pack, and, as a carbine, can be used by the Engineer kit.&lt;br /&gt;
[[Image:Qbz-95carb s.jpg|thumb|none|400px|Norinco QBZ-95B - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QBZ95B-1.jpg|thumb|none|600px|QBZ-95B on the customise menu.]]&lt;br /&gt;
[[Image:QBZ-95BF3.jpg|thumb|none|600px|The QBZ-95B idle.]]&lt;br /&gt;
[[Image:QBZ-95RELOADBF3.jpg|thumb|none|600px|Removing the spent magazine with a fresh one]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] appears in ''Battlefield 3'' with a railed handguard. The in-game model's serial numbers points to its modeling reference being a SIG SG 553-1 SP semi-auto only model (the one on the reference image below in particular), though the in-game weapon still has the automatic firing options of the standard SIG SG 553. In multiplayer, being a carbine, it is used by the Engineer kit. It can only be unlocked in Co-Op by achieving a score of 120,000. In the campaign mode, the SG 553 is found in two places. The first is in &amp;quot;Comrades&amp;quot;, where a police officer exiting the van has one, and the other one being found by the player after the train crashes in &amp;quot;The Great Destroyer&amp;quot;.&lt;br /&gt;
[[File:SIG SG 553-1 SP.jpg|none|thumb|400px|SIG SG 553-1 SP with railed handguard - 5.56x45mm]]&lt;br /&gt;
[[File:BF3-SG553-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a SIG SG 553 during the mission &amp;quot;Comrades&amp;quot; as he fights his way through a French police cordon.]]&lt;br /&gt;
[[File:BF3 SG553 Reload.jpg|thumb|none|600px|The SG553 being reloaded. Note the serial numbers being identical to the reference image above.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR]] joins the arsenal of ''Battlefield 3'' as part of the ''Close Quarters'' expansion pack and was first seen in the &amp;quot;Ziba Tower&amp;quot; gameplay video. It is named &amp;quot;ACW-R&amp;quot; (likely meaning 'Adaptive Combat Weapon - Rifle') much like the &amp;quot;PDW-R&amp;quot;. It boasts a high rate of fire with controllable recoil and features a 26 round capacity in a 30 round 5.56mm PMAG magazine. Developers have stated that the &amp;quot;ACW-R&amp;quot; in-game is chambered for 6.5x38mm Grendel, which explains the round capacity. Newer revisions of the Remington ACR have features not reflected in this game model, such as an angled / folding charging handle and an updated lighter-weight rail.&lt;br /&gt;
[[File:Bushmasteracrentry.jpg|thumb|none|450px|Remington ACR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:bf3 acr idle.jpg|thumb|600px|none|The &amp;quot;ACW-R&amp;quot; idle. Note the 26+1 magazine.]]&lt;br /&gt;
[[file:bf3 acr reload 1.jpg|thumb|600px|none|Removing an empty mag.]]&lt;br /&gt;
[[file:bf3 acr reload 2.jpg|thumb|600px|none|And inserting a fresh one. It is a polymer Magpul PMAG instead of the STANAG aluminum magazine.]]&lt;br /&gt;
[[file:bf3 acr bolt.jpg|thumb|600px|none|Pressing the bolt release to chamber a new round. A more efficient method would be to use your trigger finger, as the bolt release is ambidextrous. This was most likely done so the player can see the bolt being released.]]&lt;br /&gt;
[[File:RussianguywithACR.jpg|thumb|none|500px|A Russian Engineer fires his &amp;quot;ACW-R,&amp;quot; note the 14.5&amp;quot; barrel and the correct AAC Blackout flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3-CQC==&lt;br /&gt;
The [[Steyr AUG A3-CQC]] was added in the ''Close Quarters'' expansion pack. It serves a similar role to the M416, a stable gun with a steady 700 rpm rate of fire and easy to control recoil. The AUG A3-CQC is unique, as it's the only bullpup assault rifle that can mount an underslung weapon. It was first shown in the &amp;quot;Ziba Tower&amp;quot; gameplay trailer and in pre-release screenshots. It is very accurate and has controllable recoil, making it an effective assault rifle. It is unlocked by completing the &amp;quot;Shepard&amp;quot; assignment which involves 10 squad revives and 30 kills with assault rifles.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|400px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF3wallpaper.jpg|thumb|none|600px|The soldier in the foreground can be seen holding an AUGA3 (Note the tri-railed handguard and the placement of the charging handle) fitted with an EOTech 552 and KAC foregrip.]]&lt;br /&gt;
[[file:bf3 aug idle.jpg|thumb|600px|none|The AUG A3 idle. Note the underslung M320 grenade launcher.]]&lt;br /&gt;
[[file:bf3 aug iron.jpg|thumb|600px|none|The AUG A3's iron sights.]]&lt;br /&gt;
[[file:bf3 aug reload.jpg|thumb|600px|none|The AUG A3 mid-reload. Note how the M320 clips through the trigger guard of the AUG.]]&lt;br /&gt;
[[file:Bf3_2012-06-06_14-42-49-55.jpg|thumb|600px|none|Pressing the bolt release]]&lt;br /&gt;
&lt;br /&gt;
==MTAR-21==&lt;br /&gt;
The [[IMI Micro Tavor MTAR-21]] is a carbine added in the ''Close Quarters'' expansion pack. It features high recoil due to its short barrel and high rate of fire. In CQB it's capable of mowing down enemies with little trouble due to its 900 rpm rate of fire, but the recoil severely limits its long range capabilities.&lt;br /&gt;
[[file:Mtar-21.jpg|thumb|none|400px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
[[file:bf3 mtar idle.jpg|thumb|none|600px|The IMI MTAR-21 idle, fitted with a Trijicon RX01 reflex sight.]]&lt;br /&gt;
[[file:bf3 mtar reload1.jpg|thumb|none|600px|The MTAR-21 with its magazine removed. Note that since all rounds were expended, the charging handle is correctly shown in the rear position with the bolt locked back.]]&lt;br /&gt;
[[file:bf3 mtar reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[file:bf3 mtar bolt.jpg|thumb|none|600px|Pressing the bolt release, which sends the bolt and charging handle forward.]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
===M16A1===&lt;br /&gt;
The Dog Tag awarded for 500 kills with the M320/GP-30 shows an [[M203]] mounted to an [[M16A1]], complete with the heatshield handguard.&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The Dog Tag the player receives for 500 kills with the M16A3/A4 shows an [[M16A2]] instead.&lt;br /&gt;
&lt;br /&gt;
===FAMAS===&lt;br /&gt;
A [[FAMAS]] (G2?) appears on the Dog Tag awarded for 500 kills with the FAMAS.&lt;br /&gt;
&lt;br /&gt;
===FN F2000===&lt;br /&gt;
The standard version of the F2000, with its built in scope, appears on the 500 kill Dog Tag for the F2000 Tactical.&lt;br /&gt;
[[Image:Bf3 dogtag fn f2000 GL-1.jpg|thumb|none|400px|FN F2000 + FN GL-1. 100 kill.]]&lt;br /&gt;
&lt;br /&gt;
===FN Mk 16 Mod 0 (SCAR-L)===&lt;br /&gt;
100 Kills with either the SCAR-H carbine or the SCAR-L assault rifle earns the player a SCAR-L dog tag. The release of the ''Close Quarters'' DLC (which introduced the SCAR-L) has not brought along a proper dog tag for the SCAR-H.&lt;br /&gt;
[[Image:BF3_SCAR_L_dogtag.jpg|thumb|none|400px]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416===&lt;br /&gt;
[[Image:Bf3 dogtag hk416 m203.jpg|thumb|left|400px|Heckler &amp;amp; Koch HK416 + M203. 100 kill.]]&lt;br /&gt;
[[Image:Bf3 dogtag hk416.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416. 500 kill.]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
===SIG SG 553===&lt;br /&gt;
[[Image:Bf3 dogtag sg 553.jpg|thumb|none|400px|SIG SG 553. 100 kill.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch M27 IAR==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M27 IAR]] is the starting weapon for the US support class, and uses a 45-round extended magazine. It is shown with a 4-vent handguard, but the correct extended barrel for the version is shown, the handguard simply covering less of it.&lt;br /&gt;
[[Image:H&amp;amp;K M27 IAR.jpg|thumb|none|450px|Heckler &amp;amp; Koch M27 IAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-IAR-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M27 IAR equipped with a Trijicon RX01 reflex sight and tactical light in the mission &amp;quot;Kaffarov.&amp;quot;]]&lt;br /&gt;
[[Image:Rrt877 iar.jpg|thumb|none|600px|The modeling error of the charging handle backside being modeled completely solid can also be seen here, as on the HK416 and HK417.]]&lt;br /&gt;
&lt;br /&gt;
==LSAT Light Machine Gun==&lt;br /&gt;
The [[LSAT|LSAT Light Machine Gun]] is a light machine gun added to ''Battlefield 3'' through the ''Close Quarters'' expansion pack. In-game it uses the configuration that loads polymer-cased ammunition. It is unlocked by completing the &amp;quot;Point Blank&amp;quot; assignment, which involves 10 kills with C4 and 10 knife takedowns.&lt;br /&gt;
[[File:LSAT Prototype 2009.jpg|thumb|none|450px|LSAT Light Machine Gun prototype - 5.56mm Caseless]]&lt;br /&gt;
[[Image:bf3 lsat idle.jpg|thumb|none|600px|The LSAT LMG in idle]]&lt;br /&gt;
[[Image:bf3 lsat iron.jpg|thumb|none|600px|The LSAT LMG's iron sights. The rear sights are modeled after the KAC folding 600m.]]&lt;br /&gt;
[[Image:bf3 lsat reload1.jpg|thumb|none|600px|Pulling the charging handle to empty the chamber]]&lt;br /&gt;
[[Image:bf3 lsat reload2.jpg|thumb|none|600px|Removing the ammo box]]&lt;br /&gt;
[[Image:bf3 lsat reload3.jpg|thumb|none|600px|Feeding the ammo belt into the chamber]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] appears in the hands of some US Marines, and in the hands of the player character, fitted with an EOTech Holographic Weapon Sight (HWS). The weapon features a deployable bipod which can be used to increase accuracy during prolonged firing, at the cost of player mobility.&lt;br /&gt;
[[Image: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:BF3-M240-1.jpg|thumb|none|600px|One of Blackburn's fellow Marines, Montes, holds his M240B fitted with an M145 Machine Gun Optic.]]&lt;br /&gt;
[[File:BF3 M240B.jpg|thumb|none|600px|The player character in multiplayer holds an M240B with M145 Machine Gun Optic. The ammo box is fictional; it would block the ejection port in real life, and couldn't possibly be attached at all in reality because the M240B lacks the necessary parts to attach an ammo box on its bottom. The weapon is correctly shown only ejecting links to the right side, though.]]&lt;br /&gt;
[[File:BF3 M240 (1).jpg|thumb|none|600px|Aiming the M240B.]]&lt;br /&gt;
[[File:BF3 M240 (2).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload.]]&lt;br /&gt;
[[File:BF3 M240 (3).jpg|thumb|none|600px|Placing the belt into the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
==M249==&lt;br /&gt;
An [[M249]] is featured in the game, identified by its STANAG magazine well. It has a fixed buttstock, short paratrooper barrel, and the railed heat shield of the Mk 46 Mod 0. This configuration is typical of Airsoft &amp;quot;Mk 46&amp;quot; guns which have Mk 46 features but retain their STANAG wells.&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|450px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-M249-1.jpg|thumb|none|600px|Blackburn holds the hybrid SAW near the end of Operation Swordbreaker. Note the STANAG magazine well visible under the belt.]]&lt;br /&gt;
[[Image:BF3-SAW-1.jpg|thumb|none|600px|Blackburn sets up the bipod of his SAW.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4==&lt;br /&gt;
The [[M60E4]] is the last MG to be unlocked in the Support kit. Extended magazines gifts the weapon with a massive 200 round box and this is visually shown on the weapon when attached.&lt;br /&gt;
[[Image:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M60-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M60E4 with M145 Machine Gun Optic as Kaffarov's bodyguards have the brilliant idea of firing an RPG-7 indoors.]]&lt;br /&gt;
&lt;br /&gt;
==QBB-95==&lt;br /&gt;
The [[QBB-95]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Support kit. It uses 75-round drums, and has the highest capacity of any weapon in the game besides belt-fed LMGs.&lt;br /&gt;
[[Image:QBB95ds.jpg|thumb|none|450px|QBB-95 with 75-round drum magazine and Y/MA 95-002 scope - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QBB95-1.jpg|thumb|none|600px|QBB-95 on the customise menu.]]&lt;br /&gt;
[[file:bf3 qbb95 idle.jpg|thumb|none|600px|The QBB-95 fitted with a PKA-S holographic sight. Note the Picatinny rail added above the carrying handle, which normally has a dovetail mount for optics.]]&lt;br /&gt;
[[file:bf3 qbb95 reload.jpg|thumb|none|600px|Inserting a fresh drum magazine into the QBB-95. The carry handle appears to be modeled a bit more bulky than in reality.]]&lt;br /&gt;
[[file:bf3 qbb95 charge.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==QJY-88==&lt;br /&gt;
The [[Norinco QJY-88]] returns from ''Bad Company 2'', once again called the &amp;quot;Type 88&amp;quot;. This isn't wrong per se (the weapon is named &amp;quot;Type 88 GPMG&amp;quot; in Chinese), but quite odd, as the QBZ-95B, QBB-95, and QBU-88 all use their proper &amp;quot;QB&amp;quot; designations.&lt;br /&gt;
[[Image:Type88gpmg2.jpg|thumb|450px|none|Norinco QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QJY88-1.jpg|thumb|none|600px|Dmitri Mayakovsky discovers a QJY-88 with the rare and for some reason unpopular linoleum-plated finish.]]&lt;br /&gt;
[[Image:BF3QJY-88.jpg|thumb|none|600px|The QJY-88 idle]]&lt;br /&gt;
[[Image:Bf3QJY-88reload.jpg|thumb|none|600px|Removing the spent belt box]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears in the game. It features high stopping power like other 7.62 weapons, and is more accurate than other LMGs, but has a sharp vertical recoil and less than optimal mobility due to its weight.&lt;br /&gt;
[[Image:Pecheneg.jpg|thumb|450px|none|PKP Pecheneg machine gun with ammo box - 7.62x54mmR]]&lt;br /&gt;
[[Image:BF3-PKP-1.jpg|thumb|none|600px|Blackburn holds a PKP Pecheneg as he infiltrates someone's garage in &amp;quot;Operation Guillotine.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-PKP-2.jpg|thumb|none|600px|Dmitri Mayakovski uses his PKP Pecheneg to make some amendments to the internal layout of a building. Mostly new doors. Note that the non-disintegrating belt of the PKP has been portrayed as a disintegrating belt.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK light machine gun]] is the starting weapon for the Russian Support class. It is referred to in game as an &amp;quot;[[RPK light machine gun#RPK-74|RPK-74M]]&amp;quot;, a modernised 5.45x39mm version with synthetic furnishings and a flash hider, despite that it is shown with a 7.62x39mm magazine and no flash hider. The weapon's damage matches the idea that it is a -74 model, as it is scaled to the 5.56mm machine guns, as opposed to behaving like a 7.62x39. When mounting optics the weapon gains side-mounted bracket for attaching them; if it does not mount optics, the bracket is not present. It can sometimes be found fitted with a vertical front grip attached to the underside of the handguard.&lt;br /&gt;
&lt;br /&gt;
[[Image:RPK lmg.jpg|thumb|none|450px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:rpk74m.jpg|thumb|none|450px|An actual RPK-74M with 45-round box magazine for comparison - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-RPK-1.jpg|thumb|none|600px|Blackburn holds an RPK equipped with a Kobra reflex sight during &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-RPK-2.jpg|thumb|none|600px|Blackburn looks down at an RPK on the ground; note the lack of a rail under the handguard. Despite this, it can still mount a RIS foregrip.]]&lt;br /&gt;
[[Image:BF3-RPK-3.jpg|thumb|none|600px|Reloading an RPK fitted with an odd aftermarket bipod; the real RPK bipod is fixed just behind the front sight and folds backwards. This bipod is actually shorter than the magazine and therefore would not be particularly useful.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[Enfield L86A1]] is a weapon added as a part of the ''Close Quarters'' DLC. In game it's named the &amp;quot;L86A2&amp;quot; and features a 45+1 magazine, despite being modelled with a 30 round one. Like in [[Call of Duty: Modern Warfare 2]] its rear foregrip is unused. In game it handles much like the L85A2. Its low rate of fire is balanced by its low recoil. It comes with a bipod by default.&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|Enfield L86A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:bf3 l86a2 idle.jpg|thumb|600px|none|The &amp;quot;L86A2&amp;quot; idle. Unlike the L85A2, the dovetail mount is used for all sights.]]&lt;br /&gt;
[[file:bf3 l86a2 reload.jpg|thumb|600px|none|Removing an empty magazine]]&lt;br /&gt;
[[File:bf3 l86a2 bolt.jpg|thumb|600px|none|Slapping the bolt release to chamber a new round]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
===MG36===&lt;br /&gt;
Despite the fact that BF3's &amp;quot;MG36&amp;quot; is a hybrid of G36 variants, a configuration correct for an actual MG36 appears on the Dog Tag the player is awarded with for getting 500 kills with it.&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
Unusually, Recon players can opt for low-magnification optics, unmagnified reflex/red-dot sights, or even iron-sights in lieu of the standard high-magnification optics.&lt;br /&gt;
&lt;br /&gt;
==Barrett M98B==&lt;br /&gt;
The [[Barrett M98B|M98B]] is the last bolt action unlocked. It is incredibly accurate and powerful, but is heavy and suffers from substantial sway unless a bipod is used. For balance reasons the magazine capacity is limited to 5 rounds instead of the real world's 10.&lt;br /&gt;
[[Image:0129481.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BF3-98B-2.jpg|thumb|none|600px|Good plan on the icon and world model.]]&lt;br /&gt;
[[Image:BF3-98B-1.jpg|thumb|none|600px|Blackburn uses an M98B with the bipod set up as he assaults the bank at the end of &amp;quot;Operation Guillotine.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-98B-3.jpg|thumb|none|600px|View through the Barrett M98 scope.]]&lt;br /&gt;
[[Image:BF3-98B-4.jpg|thumb|none|600px|Blackburn has M98B at the entrance to the basement of the bank.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M107]] is available in the game, however, DICE felt that the .50 caliber round it uses would either be overpowered if depicted properly, or feel useless if kept balanced, so they opted to simply not have it in multiplayer. It only appears in the singleplayer level &amp;quot;Kaffarov&amp;quot;, where player character Dmitri Mayakovsky acquires it due to a somewhat bizarre series of events that don't seem to play out quite the way they were intended to. Here, it is equipped with a thermal scope.&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|450px|Barrett M107 long range sniper rifle - .50 BMG.]]&lt;br /&gt;
[[Image:BF3-Barrett-1.jpg|thumb|none|600px|In the room ''before'' Dmitri Mayakovsky is actually supposed to get the M107, he acquires the M107 by approaching the door.]]&lt;br /&gt;
[[Image:BF3-Barrett-2.jpg|thumb|none|600px|On opening the door he finds an enemy sniper kindly carrying the M107 he already has, with the barrel pretending to be a bipod and the magazine very badly wanting to be the pistol grip.]]&lt;br /&gt;
[[Image:BF3-SV98-1.jpg|thumb|none|600px|&amp;quot;Thank you, I had no idea why I was carrying that.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-Barrett-3.jpg|thumb|none|600px|Dmitri Mayakovsky thanks the man by murdering him with his own SV-98 and proceeds onward, armed with the M107.]]&lt;br /&gt;
[[Image:Bf3 barrett m107 reloaded 1.jpg|thumb|none|600px|Down by the pool, Dmitri reloads his M107, changing out the magazine...]]&lt;br /&gt;
[[Image:Bf3 barrett m107 reloaded 2.jpg|thumb|none|600px|...then pulling on the charging handle.]]&lt;br /&gt;
[[Image:Bf3 barrett m107 world.jpg|thumb|none|600px|World model of the M107.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International AWM|Accuracy International AWM-F]] is included in the ''Back to Karkand'' expansion pack as the &amp;quot;L96&amp;quot; (the British designation of the Accuracy International Precision Marksman; the actual British designation of the AWM is L115A1/A3), and can be used by the Recon kit. True to its reputation, the gun is extremely accurate at long ranges, with minimal bullet drop allowing for precise headshots. Its ballistics are modeled after the L96A1's 7.62 NATO chambering rather the the AW Magnum's .338 Lapua.&lt;br /&gt;
&lt;br /&gt;
[[Image:Accuracy International AWM.jpg|thumb|none|400px|Accuracy International AWM-F - .300 Win Mag]]&lt;br /&gt;
[[File:AI AW G22.jpg|thumb|400px|none|G22 (AWM-F) - .300 Winchester Magnum]]&lt;br /&gt;
[[Image:BF3-L96-1.jpg|thumb|none|600px|AWM-F on the customise menu.]]&lt;br /&gt;
[[file:bf3 l96 idle.jpg|thumb|none|600px|The &amp;quot;L96&amp;quot; idle with iron sights. The front sight is from the G22, and is not removed when a scope is mounted. Also note the Airman camouflage.]]&lt;br /&gt;
[[file:bf3 l96 reload 1.jpg|thumb|none|600px|Pulling back the bolt to empty the chamber.]]&lt;br /&gt;
[[file:bf3 l96 reload 2.jpg|thumb|none|600px|Inserting a full magazine.]]&lt;br /&gt;
[[file:bf3 l96 reload 3.jpg|thumb|none|600px|Pushing the bolt back into place to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==MKEK JNG-90==&lt;br /&gt;
The [[MKEK JNG-90]] was included for the Recon class in the ''Close Quarters'' expansion pack. To acquire it, the player would have to complete an assignment.&lt;br /&gt;
[[Image:JNG-90.jpg|thumb|none|450px|MKEK JNG-90 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:bf3 jng idle.jpg|thumb|none|600px|The MKEK JNG-90 fitted with a Russian PKS-07 scope.]]&lt;br /&gt;
[[Image:bf3 jng reload1.jpg|thumb|none|600px|Pulling back the bolt]]&lt;br /&gt;
[[Image:bf3 jng reload2.jpg|thumb|none|600px|Inserting a new magazine]]&lt;br /&gt;
[[Image:bf3 jng reload3.jpg|thumb|none|600px|Pushing the bolt back into place. The JNG-90 seems to use the same reload animation as the L96.]]&lt;br /&gt;
&lt;br /&gt;
==M14 (in Sage chassis)==&lt;br /&gt;
An [[M14]] in a Sage chassis appears as a sniper rifle in the Recon class, though it is incorrectly referred to as the [[M39 Enhanced Marksman Rifle|M39 EMR]]. It is unlocked when the player receives 58,000 Co-Op Score.&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO, for comparison. Note the longer gas cylinder below the barrel.]]&lt;br /&gt;
[[Image:BF3-M39-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M14 rather curiously equipped with a Russian PK-AS optic as he looks around Kaffarov's villa. He might be a bad guy, but he sure knows how to keep the place neat.]]&lt;br /&gt;
[[Image:Rrt877 ebr reloading.jpg|thumb|none|600px|The player character in multiplayer simultaneously reloads the M14 and demonstrates that ''Battlefield 3'' does not necessary require you to have a sniper scope on your sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5==&lt;br /&gt;
The [[M40A5 Sniper Rifle]] is the second bolt-action rifle unlocked for the Recon class. It has lower muzzle velocity than the other bolt-action rifles, but benefits from the fastest cycle time between shots and moderately low sway.&lt;br /&gt;
[[Image:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M40-1.jpg|thumb|none|600px|Blackburn holds a suppressed M40A5 fitted with an IR scope during the mission &amp;quot;Night Shift.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==HK417==&lt;br /&gt;
The Heckler and Koch [[HK417]] is added in the ''Close Quarters'' expansion pack. Much like the HK53 and the HK416, it lacks the 'HK' prefix and is instead called the M417 in game. It's limited to semi-automatic fire in game and features a 20 round magazine. In game it performs as a hybrid of the Mk11/M39/SVD and the SKS. It has the damage of the MK11/M39/SVD with the capacity of the SKS and a rate of fire that's inbetween the two. It has manageable recoil, and comes with a 8x scope by default. It comes correctly equipped with early-production 20-round HK417 magazines, but are colored grayish instead of transparent. This can be easily seen by looking at the magazine while crawling. &lt;br /&gt;
[[Image:HK417_20MOD.jpg|thumb|450px|none|Heckler &amp;amp; Koch 417 with 20&amp;quot; barrel, Leupold Mark 4 scope, and Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:bf3 m417 idle.jpg|thumb|600px|none|The &amp;quot;M417&amp;quot; idle, equipped with an 8x scope. Like M27 and HK416, the backside of the charging handle is modeled completely solid.]]&lt;br /&gt;
[[Image:bf3 m417 reload1.jpg|thumb|600px|none|The &amp;quot;M417&amp;quot; with its magazine removed]]&lt;br /&gt;
[[Image:bf3 m417 reload2.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[Image:bf3 m417 bolt.jpg|thumb|600px|none|Slapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] appears in BF3 under the name Mk 11 Mod 0, its designation in SOCOM. It is found occasionally in the single-player campaign. It is the default rifle for the US Recon kit in multiplayer, outfitted by standard with a 8x rifle scope.&lt;br /&gt;
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-Mod11-1.jpg|thumb|none|600px|Blackburn holds a scoped Mk 11 Mod 0 during the mission &amp;quot;Operation Swordbreaker&amp;quot;.]]&lt;br /&gt;
[[Image:BF3-Mod11-2.jpg|thumb|none|600px|Campo holds Mk 11 Mod 0 with a silencer and red-dot sight in the mission &amp;quot;Night Shift&amp;quot;.]]&lt;br /&gt;
[[Image:BF3-Mk 11-1.jpg|thumb|none|600px|A Marine sniper in multiplayer provides some overwatch with his scoped Mk 11 Mod 0.]]&lt;br /&gt;
[[Image:BF3-Mk 11-2.jpg|thumb|none|600px|After some successful hunting, he reloads his rifle...]]&lt;br /&gt;
[[Image:BF3-Mk 11-3.jpg|thumb|none|600px|...and hits the bolt-release. Note that the fire-selector is set to safe.]]&lt;br /&gt;
[[Image:Bf3 mk11 mod 0 world.jpg|thumb|none|600px|Icon and world model for the Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco NDM-86==&lt;br /&gt;
The .308 variant of the [[Norinco NDM-86]] returns from ''[[Battlefield Play4Free]]'', once again appearing as the ''[[SVD]]'' It is default for the Russian Recon Kit sporting a PKS-07 7x Scope by default, though the correct PSO-1 4x scope is the first attachment unlocked at only 10 kills.&lt;br /&gt;
[[Image:Ndm86.jpg|thumb|none|450px|Norinco NDM-86 - .308 Winchester/7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3 NorincoNDM Multi.jpg|thumb|none|600px|The player character in multiplayer holds an NDM-86 fitted with a PKS-07 scope.]]&lt;br /&gt;
[[File:BF3 SVD (1).jpg|thumb|none|600px|Aiming through a PSO-1 scope mounted on a NDM-86.]]&lt;br /&gt;
[[File:BF3 SVD (2).jpg|thumb|none|600px|Rocking in a magazine.]]&lt;br /&gt;
[[File:BF3 SVD (3).jpg|thumb|none|600px|Releasing the bolt (it properly locks back upon empty).]]&lt;br /&gt;
[[File:BF3 SVD (4).jpg|thumb|none|600px|Iron sights of the NDM-86, looking into a surreal artifact of the Xbox 360 version running on the Xbox One emulator.]]&lt;br /&gt;
&lt;br /&gt;
==QBU-88==&lt;br /&gt;
The [[QBU-88]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Recon kit.&lt;br /&gt;
[[Image:Qbu-88-0.jpg|thumb|none|450px|Norinco QBU-88 - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QBU88-1.jpg|thumb|none|600px|The QBU-88 on the customisation screen, note the game claims to it being chambered in 7.62x54R which has since been patched to show the correct 5.8x42mm ammuntion.]]&lt;br /&gt;
[[file:Bf3 Qbu 88 idle.jpg|thumb|none|600px|The QBU-88 Idle, fitted with a PKS-07 7x scope. Note the folded down iron sights (which are the default sight options), and that the scope seems more or less welded to the top of the receiver, which happens with all alternate sights.]]&lt;br /&gt;
[[file:bf3 qbu 88 reload.jpg|thumb|none|600px|Reloading. The character will first grab a new magazine, then pull out the dry one with the fresh one still in hand, then proceed to insert it, as seen here.]]&lt;br /&gt;
[[file:bf3 qbu 88 bolt.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M59/66 SKS==&lt;br /&gt;
The Yugoslavian M59/66 variant of the [[SKS]] appears in-game, with synthetic Tapco furniture and uses 20 round magazines. It can be identified as the Yugoslavian variant by the design of the front sight with an integrated grenade sight, and by its muzzle device. It is a good choice for close range compared to other Recon-class rifles due to its higher mobility/low weight, 20-round capacity and low recoil, at the cost of less hitting power and range.&lt;br /&gt;
[[Image:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
[[Image:BF3-SKS-1.jpg|thumb|none|600px|M59/66 SKS on the customise menu.]]&lt;br /&gt;
[[Image:BF3 SKS.jpg|thumb|none|600px|The player character in multiplayer holds an M59/66 SKS as he ponders if there might be a tank nearby.]]&lt;br /&gt;
[[File:BF3 SKS (1).jpg|thumb|none|600px|Iron sights of the SKS.]]&lt;br /&gt;
[[File:BF3 SKS (2).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF3 SKS (3).jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==SV-98==&lt;br /&gt;
The [[SV-98]] returns as the first unlockable bolt action rifle, with the best mobility and close-up performance among bolt-action rifles.&lt;br /&gt;
[[Image:SV98.jpg|thumb|none|450px|SV-98 with suppressor, bipod, carrying handle, and mirage band - 7.62x54mmR]]&lt;br /&gt;
[[Image:BF3-SV98-1.jpg|thumb|none|600px|During an extremely confusing QTE, an enemy sniper holds an SV-98.]]&lt;br /&gt;
[[Image:BF3 SV98.jpg|thumb|none|600px|SV-98 fitted with the unnamed 12x scope, without a bipod.]]&lt;br /&gt;
[[Image:BF3SV98reload.jpg|thumb|none|600px|Removing the spent magazine.]]&lt;br /&gt;
[[Image:Bf3SV-98bolt.jpg|thumb|none|600px|Closing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin|Javelin]] appears and can be used in either top-down or direct-fire modes, and obviously needs a lock to fire. In the campaign, Blackburn uses one during &amp;quot;Operation Guillotine;&amp;quot; here it has infinite ammunition. During the latter sequence, the Javelin is shown firing at absurdly short range; in real life it has a minimum range of around 250 feet.&lt;br /&gt;
[[Image:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[Image:BF3-Javelin-1.jpg|thumb|none|600px|Harassed by tanks during &amp;quot;Operation Guillotine,&amp;quot; Blackburn comes across his salvation in the form of an FGM-148 Javelin launcher.]]&lt;br /&gt;
[[Image:BF3-Javelin-2.jpg|thumb|none|600px|Blackburn holds the Javelin. Note the help text misidentifies it as a SMAW.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30==&lt;br /&gt;
If the M320 is mounted to a Russian weapon (namely the AEK-971, AK-74M, and AN-94) through the Underslung Rail attachment, it instead becomes a [[GP-30]]. It is correctly depicted firing VOG-25 caseless rounds, and the launcher is not flicked downwards to eject the spent casing as is common in first-person shooters.&lt;br /&gt;
[[File:GP-30.jpg|thumb|none|350px|GP-30 - 40mm]]&lt;br /&gt;
[[Image:GP-30BF3.jpg|thumb|none|600px|The GP-30 mounted on an newer model AEK-971]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is the standard grenade launcher of ''Battlefield 3''. The M320 can either be mounted on the rifle via the Underslung Rail attachment, or used in standalone. It can fire standard HE, buckshot, or smoke rounds. ''Close Quarters'' DLC added a &amp;quot;LVG&amp;quot; round for the M320; the name stands for &amp;quot;Low-velocity grenade&amp;quot; (and it does fly slower than the other grenade variants), but functionally the grenade is an HE grenade with a 3-second time fuze instead of an impact fuze, allowing it to bounce off walls.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|400px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[Image:BF3-M320-1.jpg|thumb|none|600px|Blackburn holds a standalone M320 at the start of &amp;quot;Operation Guillotine.&amp;quot; This appears to be randomly dropped by US infantry in this area.]]&lt;br /&gt;
[[Image:BF3-M320-2.jpg|thumb|none|600px|As usual for an FPS protagonist, Blackburn is of the &amp;quot;pick a random notch and use it like a regular iron sight&amp;quot; school of leaf sight use.]]&lt;br /&gt;
[[Image:BF3-M320-3.jpg|thumb|none|600px|Reloading the standalone M320; note the front grip visible and the fire selector always set to safe.]]&lt;br /&gt;
[[Image:BF3-M320-4.jpg|thumb|none|600px|Blackburn reloads the M320 mounted under his HK416. Note that here he is removing the &amp;quot;spent&amp;quot; round; there appears to only be one grenade round model, so the fired round is shown unfired.]]&lt;br /&gt;
&lt;br /&gt;
==Pansarskott m/86==&lt;br /&gt;
The Pansarskott m/86, a Swedish version of the [[M136 AT4]] with a folding front grip, appears in the hands of US Marines. The m/86 only appears in the Singleplayer campaign. It is incorrectly referred to as an &amp;quot;RPG&amp;quot;.&lt;br /&gt;
[[Image:Pskott86.jpg|thumb|none|400px|Pansarskott m/86, Swedish Army version of the M136 AT4 with folding foregrip - 84mm]]&lt;br /&gt;
[[Image:BF3-AT4-3.jpg|thumb|none|600px|Blackburn readies a Pansarskott m/86 as the squad try to take out a sniper hidden in a hotel. Note the rear sight: the larger 7mm peephole used here is only really supposed to be used in low visibility conditions, and under the clear conditions shown, the scythe-like &amp;quot;leaf blade&amp;quot; should be rotated to bring the 2mm peephole in line with the 7mm peephole.]]&lt;br /&gt;
[[Image:BF3-AT4-2.jpg|thumb|none|600px|The results of using it are fairly predictable. &amp;quot;Good effect on target!&amp;quot;]]&lt;br /&gt;
[[Image:BF3-AT4-1.jpg|thumb|none|600px|Throughout the campaign, Matkovic carries a Pansarskott m/86 on his back.]]&lt;br /&gt;
&lt;br /&gt;
==M224 Mortar==&lt;br /&gt;
At the start of &amp;quot;Operation Guillotine,&amp;quot; Blackburn is tasked with briefly carrying an [[M224 Mortar]] as he advances with his fellow Marines; here it cannot be used by the player, and is used by NPCs to fire illumination rounds during the night-time mission. In multiplayer it can be used by the Support class; the M224 in multiplayer has infinite ammunition and can fire smoke or HE rounds. In singleplayer, it is shown with no baseplate fitted, which would make it practically impossible to actually use.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar - 60mm]]&lt;br /&gt;
[[Image:BF3-M224-1.jpg|thumb|none|600px|Blackburn looks at the set-up M224, wondering when he can have a go.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The [[Mk 153 Mod 0 SMAW]] appears as the American Engineer's unguided rocket launcher.&lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[Image:BF3 SMAW.jpg|thumb|none|600px|The player wields the MK 153 SMAW as he prepares to dish out some disproportionate retribution on some tumbleweeds for giving him allergies.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7]] is featured as the Russian Engineer's unguided rocket launcher. It incorrectly shows it as 83 mm, which a PG-VL HEAT is 93 mm. &lt;br /&gt;
&lt;br /&gt;
The weapon's Battlelog description states that it fires &amp;quot;GP-7VL&amp;quot; rocket propelled grenades, presumably a corruption or a typo of PG-7VL, even though the in-game weapon uses PG-7V grenades. &lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BF3-RPG7-1.jpg|thumb|none|600px|Practically invisible in his well-planned cover position, an Iranian soldier with an RPG-7 plots his next move, apparently oblivious to the 70-ton American tank lurking close by.]]&lt;br /&gt;
[[Image:Rrt877 rpg.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Rrt877 rpg reloading.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SA-7 Grail==&lt;br /&gt;
The [[SA-7 Grail]] appears as the Russian Engineer's anti-air launcher, misnamed as an [[SA-18 Grouse]] (Russian: 9K38 Igla). As in the previous ''Battlefield'' games the name is given as &amp;quot;SA-18 Igla&amp;quot;, using the US designation, but the Russian nickname.&lt;br /&gt;
[[Image:800px-SA-7.jpg|thumb|none|450px|SA-7 Grail launcher and missile - 72mm]]&lt;br /&gt;
[[Image:BF3BL9K38.jpg|thumb|none|350px|In-game render of the SA-7.]]&lt;br /&gt;
[[Image:BF3 SA18 Multi.jpg|thumb|none|600px|The player character holds an SA-7 in multiplayer as he wonders whether a checkpoint office counts as a vehicle.]]&lt;br /&gt;
&lt;br /&gt;
==Training Set Guided Missile M134==&lt;br /&gt;
The &amp;quot;[[FIM-92 Stinger]]&amp;quot; in the game is actually an M134 training set with the rear-mounted performance indicator removed: it has &amp;quot;Tracking rainer&amp;quot; written on the gripstock unit (apparently referenced from a photograph where one T was not visible), a blue marking on the BCU well, and has a training battery that projects clear of the underside of the gripstock fitted instead of a normal BCU. It appears as the American Engineer's anti-air launcher. A Training Set with an infinite number of reloads is also found in the singleplayer mission &amp;quot;Rock and a Hard Place.&amp;quot; As is normal in videogames, the iron sight is depicted as a digital sight complete with lock-on target boxes.&lt;br /&gt;
&lt;br /&gt;
Amusingly, the &amp;quot;TRACKING RAINER&amp;quot; mark was later copied onto fake Stinger missiles fabricated by a group of Ukrainian separatist rebels, the Lugansk People's Republic, in 2015, who claimed these &amp;quot;weapons&amp;quot; were proof that the United States had been supplying military aid to the Ukrainian government.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134 Stinger.jpg|thumb|none|450px|Training Set Guided Missile M134, a tracking and acquisition training device for the FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[Image:Trainer-v-BCU.jpg|thumb|none|450px|Training Set Guided Missile M134 training battery compared to FIM-92 Stinger Battery Coolant Unit.]]&lt;br /&gt;
[[Image:BF3-Stinger-1.jpg|thumb|none|600px|Finding himself under attack from an Su-25 &amp;quot;Frogfoot&amp;quot; ground-attack plane, Blackburn searches the wreckage of an M1161 &amp;quot;Growler&amp;quot; ITV. Thankfully, the Stinger stunt double is apparently made of stronger stuff than the light vehicle which exploded with it inside. The weapon resting on its unfolded IFF antenna cannot be good for it. Note the training battery projecting from the bottom of the gripstock.]]&lt;br /&gt;
[[Image:BF3-Stinger-2.jpg|thumb|none|600px|Quickly grabbing the &amp;quot;Stinger&amp;quot;, Blackburn has one last look in completely the wrong direction...]]&lt;br /&gt;
[[Image:BF3-Stinger-5.jpg|thumb|none|600px|...before sighting up the Su-25 and locking on, struggling not to go blind.]]&lt;br /&gt;
[[Image:BF3-Stinger-3.jpg|thumb|none|600px|The Frogfoot, clearly taking the alleged Stinger extremely seriously, apparently decides to take its own life; while sometimes it will only start smoking after being hit, other times, as here, it will not even wait for the missile to hit it.]]&lt;br /&gt;
[[Image:BF3-Stinger-4.jpg|thumb|none|600px|Blackburn holds another &amp;quot;Stinger&amp;quot; as the Frogfoot manages one last dramatic flyby. &amp;quot;I regret nothing!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
===GL1===&lt;br /&gt;
The F2000's GL1 appears on the Dog Tag awarded for 100 kills with the F2000, mounted to the rifle.&lt;br /&gt;
&lt;br /&gt;
===M203===&lt;br /&gt;
The [[M203]] appears on three Dog Tags. The first is the Dog Tag awarded for 100 kills with the M320/GP-30 where it appears not mounted to anything, the second is the Dog Tag awarded for 500 kills with the M320/GP-30, where it appears mounted to an M16A1, and the third is the Dog Tag awarded for 100 kills with the HK416, mounted to the rifle, just like it was in the ''Bad Company'' series.&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==M15 Anti-Tank mine==&lt;br /&gt;
The [[M15 anti-tank mine]] can be used by the Engineer kit. In Multiplayer mines that are placed can only be destroyed with explosives, shooting them has no effect, however Explosive FRAG rounds fired from shotguns will detonate the mine. The mine is pressure activated, meaning only something heavy like a vehicle will set it off, infantry running across will not detonate it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[Image:BF3 ATMine Multi.jpg|thumb|none|600px|The player ponders the idea of putting AT mines inside a tire and rolling them toward a tank.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
[[M18A1 Claymore]] anti-personnel mines can also be used by the Support kit. They are detonated by motion in front of the mine instead of the real Claymore's command detonation.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BF3 M18 Claymore.jpg|thumb|none|600px|The M18A1 Claymore in the hands of a US support.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the primary grenade seen in ''Battlefield 3'', used by all factions. Instead of a grenade indicator, the body of the grenade flashes to make it more easily visible. Three grenades are carried in singleplayer. In multiplayer, every kit gets one as standard, but can equip two by using the &amp;quot;FRAG&amp;quot; specialization. There are two ways to throw grenades; either using a hotkey or by selecting the grenade as a weapon. The hotkey tosses the grenade instantly then switches back to the previously equipped weapon. Selecting the grenade manually allows multiple grenades to be thrown one after the other, and also allows the pin to be pulled and the grenade prepared for tossing - though as the spoon is held down, this does not actually &amp;quot;cook&amp;quot; the grenade's fuse.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[Image:BF3-M67-1.jpg|thumb|none|600px|Blackburn readies an M67 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
Blackburn uses an [[M84 stun grenade]] to disorient a group of PLR fighters at the bottom of an elevator shaft.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|M84 stun grenade]]&lt;br /&gt;
[[Image:BF3-Flashbang-1.jpg|thumb|none|600px|Blackburn, after managing not to fall to his death while rappelling down an elevator, readies an M84 &amp;quot;flashbang&amp;quot; grenade.]]&lt;br /&gt;
[[Image:BF3-Flashbang-2.jpg|thumb|none|600px|Blackburn throws the grenade. This frame and the next both show that, in common with many modern shooters, the thrown model is the same as the &amp;quot;in world&amp;quot; model for this grenade and so the safety lever is still attached.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AT-14 Spriggan==&lt;br /&gt;
The [[AT-14 Spriggan]] appears in the game as the Russian counter to the American BGM-71 TOW mentioned below, and is also a secondary weapon on the BMP-2M APC.&lt;br /&gt;
[[Image:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BF3 Kornet (1).jpg|thumb|none|600px|The AT-14 at an intersection on Caspian Border.]]&lt;br /&gt;
[[File:BF3 Kornet (2).jpg|thumb|none|600px|Aiming the ATGM.]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] appears in the game as an emplaced anti-tank missile launcher for the US faction.&lt;br /&gt;
[[Image:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[Image:Bf3 GM-71 TOW in Game 1.jpg|thumb|none|600px|The player character in multiplayer tracks down a TOW launcher.]]&lt;br /&gt;
[[Image:Bf3 GM-71 TOW in Game 2.jpg|thumb|none|600px|Another view of the same launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] heavy machine gun appears in the game mounted on vehicles, including M1A2 Abrams tanks. In terms of gameplay, the M2HB behaves more like a medium machine gun, requiring three or four shots to kill infantry, and dozens to disable a vehicle. In multiplayer, M1 tanks can be fitted with an M2HB mounted above the main cannon. When mounted like this, the M2's rate of fire slows to about 400rpm but gains a damage bonus that puts its power more in line with its real life counterpart. These changes were likely made to keep heavy machine guns from being overly powerful compared to other weapons.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BF3-M2-1.jpg|thumb|none|600px|At the end of &amp;quot;Uprising,&amp;quot; Blackburn takes control of an M2HB mounted on a Humvee as he defends a landing zone until a V-22 Osprey can extract the scattered Marines.]]&lt;br /&gt;
[[Image:BF3-M2-2.jpg|thumb|none|600px|Near the end of &amp;quot;Thunder Run,&amp;quot; Sergeant Jonathan Miller mans his tank's .50 cal. It seems in the game's fiction the US Marine Corps has upgraded their Abrams tanks, since Anvil 3 is an M1A2, currently used only by the US Army. Note the TUSK gunshields for the missing loader's M240 are instead fitted to the M2.]]&lt;br /&gt;
[[Image:BF3-M2-3.jpg|thumb|none|600px|A M2HB mounted on M1161 &amp;quot;Growler&amp;quot; ITV.]]&lt;br /&gt;
&lt;br /&gt;
==DShK heavy machine gun (mounting)==&lt;br /&gt;
Mountings for the [[DShK heavy machine gun]] can be seen on Iranian Type-72Z main battle tanks, modernised versions of the Russian T-55. These tanks seem to have been modelled from museum display vehicles, since the gun itself is missing from the mounting.&lt;br /&gt;
[[Image:DShKM-vehicle-mount.jpg|thumb|none|450px|DShKM heavy machine gun in standard vehicle mounting on a Romanian TR-85 main battle tank - 12.7x108mm]]&lt;br /&gt;
[[Image:BF3-DShK-1.jpg|thumb|none|600px|An Iranian Type-72Z shows off the DShK it conspicuously does not have. Note the border at the edge of the screenshot is authentic, intended to display the edge of the Abrams' display screen as the vehicle moves around.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-8/A Avenger==&lt;br /&gt;
The [[General Electric GAU-8/A Avenger]] appears in the game as the secondary armament of the A-10 Thunderbolt II ground attack jet. The A-10 is not playable during campaign mode, but can be piloted in certain multiplayer maps, wherein the A-10's GAU-8/A is devastating against soft targets caught in the open.&lt;br /&gt;
[[Image:GAU-8A.jpg|thumb|450px|none|GAU-8/A Avenger complete with feed system and 1,174 round drum - 30x173mm]]&lt;br /&gt;
[[Image:BF3-GAU-1.jpg|thumb|none|600px|Jennifer Hawkins looks out at an A-10 Thunderbolt II armed with a GAU-8/A during the mission &amp;quot;Going Hunting.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-GAU-2.jpg|thumb|none|600px|Later in the mission Hawkins gets to call in gun runs from the A-10, here shown on thermal imaging.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
The [[GE M134 Minigun]] is seen mounted on AH-6 Little Birds in both single and multiplayer.&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M134-1.jpg|thumb|none|600px|An AH-6 &amp;quot;Little Bird&amp;quot; opens fire with its M134 minigun. Note that tracers are treated as solid by the engine, meaning the underside of what should be a bright light source is shown in shadow here. This is only really visible in stills.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-17/A==&lt;br /&gt;
Two [[GAU-17/A]] miniguns are mounted on the sides of UH-1Y helicopters and the Russian faction's Kamov Ka-60 helicopter.&lt;br /&gt;
[[Image:GAU-17A HH60.jpg|thumb|none|400px|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-GAU17-1.jpg|thumb|none|600px|A GAU-17/A can be seen mounted on Kaffarov's private helicopter as Dmitri Mayakovsky dangles from it. Note it has no ammo feed.]]&lt;br /&gt;
[[File:BF3 Minigun (1).jpg|thumb|none|600px|Operating the Venom-mounted GAU-17/A. Note the flight suit gloves.]]&lt;br /&gt;
[[File:BF3 Minigun (2).jpg|thumb|none|600px|Looking at an idle Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-1==&lt;br /&gt;
The [[Gryazev-Shipunov GSh-30-1]] appears in the game as the secondary armament of the Su-35BM Flanker-E fighter jet.&lt;br /&gt;
[[Image:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt 30mm]]&lt;br /&gt;
[[Image:BF3-MiG-3.jpg|thumb|none|600px|During the mission &amp;quot;Going Hunting,&amp;quot; Hawkins faces several Su-35BM Flanker-E aircraft, incorrectly referred to throughout as &amp;quot;MiGs.&amp;quot; This error is only present in the text in this mission; they are correctly named elsewhere in the game.]]&lt;br /&gt;
[[Image:BF3-MiG-1.jpg|thumb|none|600px|Chased by ''Shark 4-6'', one Su-35BM decides to show off with Pugachev's Cobra manoeuvre...]]&lt;br /&gt;
[[Image:BF3-MiG-2.jpg|thumb|none|600px|...giving Hawkins a nice look at its missile armament.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
The [[Gryazev-Shipunov GSh-30-2]] appears in the game as the secondary armament of the Su-25TM (Su-39) Frogfoot ground attack jet.&lt;br /&gt;
[[Image:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
[[Image:BF3-Frogfoot-1.jpg|thumb|none|600px|A Su-39 Frogfoot ground attack aircraft flies over as Blackburn finds himself between Iraq and a hard place.]]&lt;br /&gt;
[[Image:BF3-Frogfoot-2.jpg|thumb|none|600px|It soon returns for a series of gun runs as Blackburn has to move from cover to cover to find a Stinger. The Frogfoot here is basically firing a death ray with a deadzone around pieces of cover; moving out of cover is instant death during the time that counts as its attack even if it has already flown overhead and stopped firing.]]&lt;br /&gt;
&lt;br /&gt;
==Kord==&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on the T-90A tank, Russian army buggies and Vodniks, and a number of technicals. It behaves very similarly to the [[Browning M2HB]] heavy machine gun: more in line with a medium machine gun, and can be mounted on a T-90 with a lowered rate of fire but higher shot-for-shot damage.&lt;br /&gt;
[[Image:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[Image:BF3-Kord-3.jpg|thumb|none|600px|Blackburn looks over a Kord machine gun mounted on a technical.]]&lt;br /&gt;
[[Image:BF3-Kord-1.jpg|thumb|none|600px|He soon discovers the hard way that manning a Kord during an earthquake is a bad idea.]]&lt;br /&gt;
[[Image:BF3-Kord-2.jpg|thumb|none|600px|A T-90 MBT opens fire with its main gun, the massive muzzle flash illuminating the commander's Kord heavy machine gun. The tank is used by the Iranian Army, presumably supposed to have been purchased at some point between the game's release in 2011 and the distant future setting of 2014 when the storyline takes place. Real-life Iran apparently did not get the memo and still does not operate the T-90.]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
The [[M61 Vulcan]] appears in the game as the secondary armament of the F/A-18E and F/A-18F Super Hornet fighter jets. M61s are also seen in Phalanx installations on American warships, and in multiplayer the US base is protected by a land-based Phalanx C-RAM installation. It should be noted that the game's campaign mode incorrectly shows the Hornet's M61A1 as being operated by the WSO, when in reality the gun is operated by the pilot.&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|M61 Vulcan - 20mm]]&lt;br /&gt;
[[Image:Phalanx.jpg|thumb|none|400px|Phalanx CIWS - 20mm]]&lt;br /&gt;
[[Image:C-RAM_3.JPG|thumb|none|400px|Land-based Phalanx C-RAM mounting on a mobile trailer - 20mm]]&lt;br /&gt;
[[Image:BF3-M61-2.jpg|thumb|none|600px|In the mission &amp;quot;Gone Hunting&amp;quot; the player character is Lieutenant Jennifer Hawkins, WSO of an F/A-18F &amp;quot;Super Hornet&amp;quot; callsign ''Shark 4-6'' assigned to CVN-77 USS ''George H.W. Bush''.]]&lt;br /&gt;
[[Image:BF3-Phalanx-1.jpg|thumb|none|600px|Hawkins climbs up to the deck of the USS ''George H.W. Bush'', spotting the USS ''Ford'' (FFG-54), an ''Oliver Hazard Perry''-class frigate in the distance. This incorrectly mounts bow and stern Phalanx installations; while a later block upgrade added a forward gun over the removed SM-1 missile launcher of nine of the ''Perry''-class, this is a Mk 38 Mod 2 (a remote-controlled navalised [[M242 Bushmaster chaingun]]), not a second Phalanx.]]&lt;br /&gt;
[[Image:BF3-M61-1.jpg|thumb|none|600px|The two Hornets ''Shark 4-2'' and ''Shark 4-6'' overfly the US fleet, giving plenty of glimpses of Phalanx installations on the various ships.]]&lt;br /&gt;
[[Image:BF3-C-RAM.jpg|thumb|none|600px|A close up look at a land-based Phalanx C-RAM in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] appears in the game as the secondary armament of the AH-1Z Viper attack helicopter.&lt;br /&gt;
[[Image:M197Gatling.jpg|thumb|none|400px|M197 Vulcan - 20mm]]&lt;br /&gt;
[[Image:BF3-M197-1.jpg|thumb|none|600px|Miller looks up at a pair of friendly AH-1Z Vipers during the mission &amp;quot;Thunder Run.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-M197 Vulcan-1.jpg|thumb|none|600px|A closer look at an AH-1Z Viper's M197 Vulcan cannon.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-12/U==&lt;br /&gt;
The [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] is the main gun on the LAV-AD in multiplayer. It should be noted that the LAV-AD itself is technically anachronistic as it has been removed from service.&lt;br /&gt;
&lt;br /&gt;
The GAU-12/U is also mounted on the AC-130 gunship. Interestingly, two additional 25mm guns are mounted to the top of the AC-130 as AA guns.&lt;br /&gt;
[[Image:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U with unfired rounds - 25mm]]&lt;br /&gt;
[[Image:BF3-GAU-12U.jpg|thumb|none|600px|A GAU-12/U mounted on an LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-22/A==&lt;br /&gt;
The [[General Dynamics GAU-12/U#GAU-22/A|GAU-22/A]] appears in the game as the secondary weapon of F-35B Lightning II aircraft in the Back to Karkand DLC that is available in the revamped versions of Gulf of Oman and Wake Island. It is erroneously portrayed being mounted in a nacelle over the left side air intake; this is the case for the Air Force's F-35A while the B and C variants mount the GAU-22/A in an underslung external pod.&lt;br /&gt;
[[Image:F-35 GAU-22A.jpg|thumb|none|400px|GAU-22/A - 25mm]]&lt;br /&gt;
&lt;br /&gt;
==M240C==&lt;br /&gt;
The [[M240C]] machine gun is coaxially mounted on the M1A2 Abrams MBT.&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|450px|M240C machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M240C-1.jpg|thumb|none|600px|Miller runs back towards the tank column after retrieving the &amp;quot;clicker&amp;quot; trigger for an M58 Mine Clearing Line Charge.]]&lt;br /&gt;
&lt;br /&gt;
==M242 Bushmaster==&lt;br /&gt;
The [[M242 Bushmaster chaingun]] is the main gun of the LAV-25.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[Image:BF3-LAV-1.jpg|thumb|none|600px|Blackburn and his fellow Marines get out of their own LAV-25 and look over someone else's at the start of &amp;quot;Operation Swordbreaker.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-LAV-2.jpg|thumb|none|600px|Blackburn looks over another LAV-25 during the mission &amp;quot;Rock and a Hard Place.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is seen mounted on M1114 Humvees and AAVP7A1 amphibious transports.&lt;br /&gt;
[[Image:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BF3-Mk19-1.jpg|thumb|none|600px|Miller looks over an AAVP7A1, mounting an M2HB and a Mark 19 grenade launcher in the commander's mini-turret.]]&lt;br /&gt;
[[File:BF3 Mk19 (1).jpg|thumb|none|600px|Manning the Mark 19 on the &amp;quot;Phoenix&amp;quot;, a post-apocalyptic Humvee that is part of the ''Aftermath'' DLC. Note the lack of hands and any ammo.]]&lt;br /&gt;
[[File:BF3 Mk19 (2).jpg|thumb|none|600px|Looking at the Mk 19 with a SCAR-L rather ridiculously equipped with a 12x scope.]]&lt;br /&gt;
&lt;br /&gt;
==QLZ-87==&lt;br /&gt;
The [[Norinco QL-series grenade launchers|Norinco QLZ-87]] appears in the ''Aftermath'' DLC, mounted on the Russian &amp;quot;Barsuk&amp;quot; (Badger) modification of the GAZ 3937 Vodnik truck. &lt;br /&gt;
[[image: QLZ87Light.jpg|thumb|none|400px|Norinco QLZ-87 - 35x32mm]]&lt;br /&gt;
[[File:BF3 QLZ87 (1).jpg|thumb|none|600px|Operating the &amp;quot;gangsta style&amp;quot; pistol grip of the QLZ-87 on the ramshackle GAZ 3937. The scope is not usable.]]&lt;br /&gt;
[[File:BF3 QLZ87 (2).jpg|thumb|none|600px|The QLZ, unmanned.]]&lt;br /&gt;
&lt;br /&gt;
==PKT==&lt;br /&gt;
The [[PKT]] machine gun is coaxially mounted on the T-90A and T-72 MBTs.&lt;br /&gt;
[[Image:Machine gun PKT.jpg|thumb|none|450px|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
[[Image:BF3-T72-1.jpg|thumb|none|600px|Miller gets a little ''too'' close to an Iranian T-72. The coaxial gun on the T-72 is mounted to the right of the main gun; the view is blocked from most angles (including this one) by the searchlight mounted next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Shipunov 2A42==&lt;br /&gt;
The [[Shipunov 2A42]] appears in the game as the main gun of the BMP-2M and BTR-90 APCs, and the secondary armament of the Mi-28 Havoc helicopter.&lt;br /&gt;
[[Image:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 - 30mm]]&lt;br /&gt;
[[Image:BF3-Shipunov-1.jpg|thumb|none|600px|Blackburn advances on a BMP-2M during &amp;quot;Rock and a Hard Place,&amp;quot; the IFV seemingly oblivious to his dastardly rocket-launching ambitions.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_3&amp;diff=1306796</id>
		<title>Battlefield 3</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_3&amp;diff=1306796"/>
		<updated>2019-11-07T17:46:50Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* MEU(SOC) Pistol */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield 3&lt;br /&gt;
|picture=Battlefield 3 (2011) cover.jpg&lt;br /&gt;
|caption=PC Boxart&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=2011&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&lt;br /&gt;
|publisher=EA&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[file:Battlefield-3-back-to-karkand-pc-boxart.jpg|thumb|right|320px|''Battlefield 3: Back to Karkand'' (2011) DLC.]]&lt;br /&gt;
[[file:Battlefield-3-close-quarters-dlc-cover-hd.jpg|thumb|right|320px|''Battlefield 3: Close Quarters'' (2012) DLC.]]&lt;br /&gt;
[[file:Battlefield 3 armored kill.jpg|thumb|right|320px|''Battlefield 3: Armored Kill'' (2012) DLC.]]&lt;br /&gt;
[[file:Battlefield-3-aftermath-cover.jpg|thumb|right|320px|''Battlefield 3: Aftermath'' (2012) DLC.]]&lt;br /&gt;
[[file:Bf3 EndGame.jpg|thumb|right|320px|''Battlefield 3: End Game'' (2013) DLC.]]&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 3''''' (also known as '''''BF3''''') is the twelfth installment of the ''[[Battlefield]]'' series. The game was developed by the Swedish company Digital Illusions Creative Entertainment (DICE) and published by Electronic Arts in 2011 for the PC, PS3 and Xbox 360. The game is powered by the proprietary Frostbite 2 engine, a further development of the engine used in the ''Bad Company'' games.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Battlefield 3'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Unlike earlier DICE games like ''[[Battlefield: Bad Company 2]]'' and ''[[Medal of Honor (2010)|Medal of Honor]]''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s multiplayer, weapons in ''Battlefield 3'' correctly track + 1 in the chamber and have correct chambering reload animations during empty reloads.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
In the beginning of the single-player mission &amp;quot;Semper Fidelis&amp;quot; and &amp;quot;The Great Destroyer&amp;quot;, Blackburn acquires a [[Beretta M9]]. It can also be seen holstered on some US Marine throughout the single-player campaign. In multiplayer it is the starting handgun for US forces. In multiplayer, Players can unlock additional M9's outfitted with a Tactical Light and a Sound Suppressor separately as they level (rank) up.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[Image:BF3-M9-1.jpg|thumb|none|600px|Blackburn holds an M9 at the start of the introductory mission &amp;quot;Semper Fidelis.&amp;quot; This one of only two times in the entire campaign the player character has a sidearm.]]&lt;br /&gt;
[[Image:BF3-M9-4.jpg|thumb|none|600px|Iron sights of the Beretta M9.]]&lt;br /&gt;
[[Image:Bf3 m9 latarka reloading 1.jpg|thumb|none|600px|The player character in multiplayer reloads a Beretta M9 fitted with a flashlight.]]&lt;br /&gt;
[[Image:Bf3_M9_suppressed.jpg|thumb|none|600px|The M9 with a suppressor. Different classes of weapon use different suppressor models, but those models are shared among the weapons of that class. The only exceptions to this are the G3A3 and SCAR-H CQC, which use the same model as the sniper rifles because of their caliber.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;93R&amp;quot;===&lt;br /&gt;
The [[Beretta M9|M9]]'s model is also modified to be the [[Beretta 93R|&amp;quot;93R&amp;quot;]] in the game. The weapon is given a 93R's muzzle brake and folding foregrip, as well as being able to fire 3-round bursts, and uses 20 round magazines, can be unlocked as a sidearm in Co-Op requiring a 86,000 Co-Op Score.&lt;br /&gt;
[[Image:Beretta92FS ExtR.jpg|thumb|none|400px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Beretta93-1-.jpg|thumb|none|400px||An actual Beretta 93R for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:Bf3 93r holding.jpg|thumb|none|600px|The Beretta is incorrectly depicted in-game.]]&lt;br /&gt;
[[File:Bf3 Beretta 93R aim.jpg|thumb|none|600px|Iron sights of the Beretta.]]&lt;br /&gt;
[[Image:Bf3 93r slide locked.jpg|thumb|none|600px|Better look at the Beretta.]]&lt;br /&gt;
[[Image:Bf3 93r reloading 2.jpg|thumb|none|600px|After replacing the magazine he operates the slide release; note the projecting base of the 20-round magazine and the two-handed grip used with this weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] is shown in an official screenshot for the Battlelog. Called &amp;quot;G17C&amp;quot;, although it is modeled after a standard Glock 17 as there are no compensator cuts on the top of the slide. It comes standard with a laser sight, while a variant that has both a laser sight and a suppressor is available as a later unlock. It is the only handgun that lets you equip two attachments at a time without either being a DICE developer, or having a certain DLC package. Also, all of the US Assault kit soldiers have a G17 in a chest holster in addition to whatever their selected sidearm is, and this G17 does not have a laser.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|A Generation 3 Glock 17 - 9x19mm]]&lt;br /&gt;
[[File:Bf3 Glock 17 holding.jpg|thumb|none|600px|The player character holding a Glock 17 fitted with a laser sight.]]&lt;br /&gt;
[[File:Bf3 Glock 17 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:Bf3 glock 17 laser reloading 1.jpg|thumb|none|600px|Reloading the Glock 17.]]&lt;br /&gt;
[[Image:BF3-Glock-1.jpg|thumb|none|600px|A dead PLR soldier with a Glock 17 at his side.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The third generation [[Glock 18]] appears as the &amp;quot;G18&amp;quot;. It has an extended magazine base that gives it a 19 round capacity. Interestingly enough in the beta, the suppressed Glock 18 is unlocked before the standard unsuppressed variant (though this has been fixed in the regular game and the unsuppressed version is unlocked at Rank 30 with the suppressed variant unlocked at 41). Note that the Battlelog picture (seen below) lacks a fire selector, but is actually different than that G17's picture. This is most likely because it is from an early build of the game, as it appears correctly in-game. It is an incredibly effective sidearm in close quarters, but is useless at medium range and beyond unless burst fired.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:BF3BLG18.jpg|thumb|none|600px|G18 Battlelog render.]]&lt;br /&gt;
[[File:BF3 Glock 18 holding.jpg|thumb|none|600px|First-person view of the Glock 18.]]&lt;br /&gt;
[[File:BF3 Glock 18 aiming.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:BF3G18reload.jpg|thumb|none|600px|Reloading; note the fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==MEU(SOC) Pistol==&lt;br /&gt;
The USMC variant of the M1911, the [[M45]], can be used if the player is a Battlefield Veteran or a member of the EA Gun Club. It is a standard M1911A1 with a three-hole trigger, a Springfield slide, commander-style hammer, beavertail grip safety, Pachmayr rubber grips, and uses 8 round magazines. It comes with additional variants that incorporate a Tactical Flashlight or Sound Suppressor. A variant with both aforementioned attachments (named ''M1911 S-TAC'') exist, but prior to the release of the ''End Game'' DLC, it was available only to DICE employees. For those with the DLC, a series of assignments need to be completed in order to unlock a final assignment, called &amp;quot;All about precision&amp;quot;. After completing it (which require 20 headshots with pistols), the pistol is unlocked.&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|MEU(SOC) Pistol - .45 ACP]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-1.jpg|thumb|none|600px|An American soldier with the MEU(SOC) pistol.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-5.jpg|thumb|none|600px|The tritium sights of the pistol. Here it's possible to see the lack of an ambidextrous safety.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-2.jpg|thumb|none|600px|The MEU(SOC) has its own unique reload animation, while all the other pistols use another generic animation. Here the magazine is ejected. Note the incorrect curved mainspring housing. Also note the A1 style safety, which is also incorrect.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-3.jpg|thumb|none|600px|Lining up a loaded magazine with the magwell. Note that the &amp;quot;MODEL 1911-A1&amp;quot; and &amp;quot;CAL.45&amp;quot; markings on the slide. This and the slanted serrations shows that it's a Springfield Armory made slide.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-4.jpg|thumb|none|600px|Top view of the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] revolver returns from ''Bad Company'' and ''Bad Company 2'' as an unlockable sidearm that can only be unlocked by achieving a 5000 Co-Op Score. Unlike in ''Bad Company 2'', the top break cartridge ejector is seen in full effect actually ejecting spent rounds as opposed to &amp;quot;flicking&amp;quot; them out. It is considerably different by having a slightly faster rate of fire and being more effective at close range compared to its larger .44 cousin.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:Bf3 MP-412 REX holding.jpg|599px|thumb|none|The player character in multiplayer holds an MP-412 REX.]]&lt;br /&gt;
[[File:Bf3 MP-412 REX aim.jpg|thumb|none|600px|Iron sights of the MP-412 REX.]]&lt;br /&gt;
[[File:Bf3 MP412 reload 1.jpg|thumb|none|600px|Pictured: the automatic extractor in action. Not pictured: Antigravity field generator.]]&lt;br /&gt;
[[File:Bf3 MP-412 REX reloading 2.jpg|thumb|none|600px|Inserting new .357 Magnum rounds with a speedloader.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
The [[MP-443 Grach]] returns from ''Bad Company 2'' and is the Russian faction's sidearm. In Multiplayer the player unlocks the Tactical Light and Sound Suppressor as they level up instead of by gaining kills with the weapon. Its 17-round capacity can be considered anachronistic, as Russian forces have switched to 18-round magazines in 2004.&lt;br /&gt;
[[Image:MP433Grach.jpg|none|thumb|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[Image:BF3-MP443-1.jpg|thumb|none|600px|Vladimir uses his MP-443 as Bane, err one of Solomon's men, demonstrates how not to steal a car stereo.]]&lt;br /&gt;
[[Image:BF3-MP443-2.jpg|thumb|none|600px|Dmitri Mayakovsky holds his MP-443 on Blackburn as he tries to blame everything on a fire extinguisher.]]&lt;br /&gt;
[[File:Bf3 MP-443 Grach holding.jpg|thumb|none|600px|Holding the MP-443 Grach.]]&lt;br /&gt;
[[File:Bf3 MP-443 Grach aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Bf3 MP-443 Grach reloading 1.jpg|thumb|none|600px|Mid-magazine reload.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] appears as an unlockable sidearm, and can be fitted with a scope. Appears as &amp;quot;.44 Magnum&amp;quot;, one of the few weapons in game that does not go by its proper name. In the campaign, the antagonist Solomon uses one as his personal sidearm. In multiplayer, a variant with a PK-A scope is fittingly unlocked at Rank 44. It has a slow rate of fire, but is a powerful weapon.&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|400px|Taurus Model 44 with 6&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:BF3-Taurus44-1.jpg|thumb|none|600px|Solomon aims his Taurus Model 44 at Blackburn during the introductory level. Visible in the full-sized image is what appears to be an empty speedloader hovering in mid-air behind the weapon, just above Solomon's wrist.]]&lt;br /&gt;
[[Image:BF3-Taurus44-2.jpg|thumb|none|600px|Blackburn soon finds himself getting a closer look at the barrel.]]&lt;br /&gt;
[[Image:BF3-Taurus44-3.jpg|thumb|none|600px|Prior to the start of &amp;quot;Uprising,&amp;quot; Solomon is seen aiming his Taurus at an injured Marine.]]&lt;br /&gt;
[[File:Bf3 Taurus Model 44 holding.jpg|thumb|none|600px|FPS view of the &amp;quot;.44 Magnum&amp;quot;.]]&lt;br /&gt;
[[File:BF3 .44 reload (1).jpg|thumb|none|600px|Ejecting spent shells from the cylinder of a scoped Taurus Model 44.]]&lt;br /&gt;
[[File:BF3 .44 reload (2).jpg|thumb|none|600px|Using the speed loader to reload.]]&lt;br /&gt;
[[File:BF3 .44 reload (3).jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
A large number of weapons appear on dog tags associated with a similar weapon, weapon of the same family, weapon of the same category, or in a few cases, weapons that make no sense at all. As there are so many, the weapons found '''only''' on dog tags have been placed in their own category at the bottom of each class of weapon. This is to avoid confusion as to which weapons are actually in the game and which ones are only pictures.&lt;br /&gt;
[[Image:Battlefield 3 DogTag Pistols.jpg|thumb|none|599px|Dog Tag Pistols.]]&lt;br /&gt;
Beretta &amp;quot;93R&amp;quot; Dog Tag 100/500 kill - [[Beretta 93R]] / Fake [[Beretta M9|&amp;quot;92R&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Beretta M9 Dog Tag 100/500 kill - [[Beretta M9]] / [[Beretta M9]]&amp;lt;br&amp;gt;&lt;br /&gt;
Beretta M9 Suppressed Dog Tag 100/500 kill - [[Beretta M9]] / [[Beretta M9]]&amp;lt;br&amp;gt;&lt;br /&gt;
Glock 17 Dog Tag 100/500 kill - [[Glock 17]] / [[Glock 17]]&amp;lt;br&amp;gt;&lt;br /&gt;
Glock 18 Dog Tag 100/500 kill - [[Glock 18]] / [[Glock 18]]&amp;lt;br&amp;gt;&lt;br /&gt;
MEU (SOC) Dog Tag 100/500 kill - [[M1911A1]] / [[M45|MEU (SOC)]]&amp;lt;br&amp;gt;&lt;br /&gt;
MP-442 REX Dog Tag 100/500 kill - [[MP-412 REX]] / [[MP-412 REX]]&amp;lt;br&amp;gt;&lt;br /&gt;
MP-443 Grach Dog Tag 100/500 kill - [[MP-443 Grach]] / [[MP-443 Grach]]&amp;lt;br&amp;gt;&lt;br /&gt;
MP-443 Grach Suppressed Dog Tag 100/500 kill - [[Makarov PB]] / [[MP-443 Grach]]&amp;lt;br&amp;gt;&lt;br /&gt;
Taurus Model 44 Dog Tag 100/500 kill - [[Taurus Model 44]] / [[Taurus Model 44]]&amp;lt;br&amp;gt;&lt;br /&gt;
Handgun Mastery Dog Tag Handgun Medal 1 Time - [[Single Action Army|Single Action Army 1873]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;toe2toe&amp;quot; Dog tag - [[Beretta M9]] / [[MP-443 Grach]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Unlike previous games in the series, SMGs are all-class weapons, and not strictly limited to an Engineer/Spec Ops-type class.&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] boasts a large ammo capacity at 50+1, a high rate of fire, and excellent accuracy at the expense of suffering from low damage at long distance. The weapon is capable of being used by all four classes in multiplayer.&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[Image:BF3-P90-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a P90TR during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[File:BF3 P90 (1).jpg|thumb|none|600px|Aiming down the fictional default BUIS used on several weapons in ''Battlefield 3''.]]&lt;br /&gt;
[[File:BF3 P90 (2).jpg|thumb|none|600px|Reloading the P90.]]&lt;br /&gt;
[[File:BF3 P90 (3).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KA4==&lt;br /&gt;
The [[MP5K|MP5KA4]] is added to BF3 via ''Close Quarters'' DLC, called M5K in BF3, comes standard with a 15 round magazine that incorrectly holds 20 rounds. However, the Extended Mags attachment gives it a 30 round magazine with the correct ammo count. Note that in Battlelog, its render is a MP5KN with the fire selector on safe, but in-game it is a MP5KA4 with the fire selector on full-auto. A correct three-round burst mode was added in a patch around the time of release for the ''Armored Kill'' expansion.&lt;br /&gt;
[[image:MP5KA4.jpg|thumb|none|400px|MP5KA4 - 9x19mm]]&lt;br /&gt;
[[file:bf3 m5k idle.jpg|thumb|none|600px|The &amp;quot;M5K&amp;quot; in ''Battlefield 3''.]]&lt;br /&gt;
[[File:Bf3 Heckler &amp;amp; Koch MP5KA4 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:bf3 m5k reload1.jpg|thumb|none|600px|Pulling the bolt back]]&lt;br /&gt;
[[file:bf3 m5k reload2.jpg|thumb|none|600px|Inserting a new magazine]]&lt;br /&gt;
[[file:bf3 m5k reload3.jpg|thumb|none|600px|Performing an HK slap]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[H&amp;amp;K MP7A1]] can be unlocked and used by any kit. It can use either a 20- or 40-round magazine. It must be unlocked in the Co-Op mode, requiring 34,000 Score. It does low damage to enemies, but has a very high rate of fire and manageable recoil to balance it out. An interesting thing to note is that this weapon has separate reload animations for the 20 and 40 round magazines (the 20 round magazine is dropped via the use of gravity, while the 40 round magazine is manually removed). The &amp;quot;reload-from-empty&amp;quot; animation on the MP7 has the player thumb an invisible bolt release, not reaching far enough to tab the lever.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[Image:BF3-MP7-4.jpg|thumb|none|600px|Blackburn holds an MP7A1 with suppressor, EOTech sight and 40-round extended magazine during the mission &amp;quot;Night Shift.&amp;quot; Note the BUIS are retained even with an optic added.]]&lt;br /&gt;
[[Image:BF3-MP7-1.jpg|thumb|none|600px|Blackburn loads a new 40-round magazine into his MP7A1 as he is menaced by a series of incomprehensible graffiti tags.]]&lt;br /&gt;
[[Image:BF3-MP7-2.jpg|thumb|none|600px|The 20-round magazine for the MP7A1 frequently glitches and fails to appear during the campaign; here in &amp;quot;The Great Destroyer&amp;quot; Blackburn reloads one with a large flash suppressor, IRNV scope and laser pointer...]]&lt;br /&gt;
[[Image:BF3-MP7-3.jpg|thumb|none|600px|...whereas earlier he just told his vanilla one to imagine it was full of bullets that were ''this'' big.]]&lt;br /&gt;
[[File:Bf3 Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|The default iron sights of the MP7 in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|H&amp;amp;K UMP45]] can be used by all four classes, and has an ammo capacity of 25 + 1. The game correctly depicts the UMP's single / 2 round burst / full auto firing modes.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:Rrt877 ump.jpg|thumb|none|600px|The UMP in multiplayer.]]&lt;br /&gt;
[[File:Bf3 Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:BF3-UMP-1.jpg|thumb|none|600px|Blackburn reloads his UMP during &amp;quot;The Great Destroyer,&amp;quot; wondering why he didn't have it the first time he went through this section. Note the caution on the side of the weapon to read the owner's manual; while this makes some sense on this level where the UMPs are seen in the hands of terrorists, the warning is still present even in &amp;quot;Operation Guillotine&amp;quot; when the UMPs are used by the US military; military UMPs should not have it.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon|PP-19 Bizon-2]] is included in the ''Back to Karkand'' expansion pack, and can be used by any kit. The weapon features a slightly inaccurate magazine capacity of 54 rounds (+ 1 in the chamber), whereas the real life 9x19mm Parabellum helical magazine has a max capacity of 53. However, the PP-19 in-game is chambered in the 9x18mm Makarov, although the lower magazine capacity could very well be for balancing purposes, as DICE may have felt 64 rounds in an SMG would be a tad unfair. Also to note, the PP-19 is the only 9x18mm Makarov weapon in the game.&lt;br /&gt;
[[Image:Bizon9x18.jpg|thumb|none|400px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[Image:BF3-PP19-1.jpg|thumb|none|600px|PP-19 Bizon-2 on the customise menu. Note that the 9x19mm caliber was changed to 9x18 in a patch.]]&lt;br /&gt;
[[file:bf3 bizon idle.jpg|thumb|none|600px|The PP-19 in idle, looking rather ridiculous with a PK-A 3x scope and an enormous flash suppressor.]]&lt;br /&gt;
[[file:bf3 bizon reload.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:bf3 bizon bolt.jpg|thumb|none|600px|Pulling the bolt to chamber a new round.]]&lt;br /&gt;
[[File:BF3 PP19 ads.jpg|thumb|none|600px|Iron sights of a camouflaged Bizon.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] returns from ''Bad Company 2'', feeling much more realistic this time around, with a more believable firing rate and packing a decent punch per shot, as opposed to the previous game, in which its firing rate was more akin to a Minigun and its power-per-shot around the area of lightly tossing a handful of pebbles at your opponent's face. Comes standard with a 20 round mag, and a 40 round extended mag can be unlocked.&lt;br /&gt;
[[Image:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[Image:BF3-PP2000-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds his PP-2000 after completing a HALO jump into Northern Iran at the start of the mission &amp;quot;Kaffarov.&amp;quot;]]&lt;br /&gt;
[[File:Bf3 KBP PP-2000 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Bf3 KBP PP-2000 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Bf3 KBP PP-2000 reloading 2.jpg|thumb|none|600px|Cocking the PP-2000]].&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
For the first time in a main ''Battlefield'' series game (excluding spinoffs like ''[[Battlefield Play4Free]]''), shotguns can be iron-sighted, and like the SMGs, can be used in every kit. In addition, DICE made it so that their shotguns have considerable range, unlike most video games where you have to see the whites of the enemies' eyes for shotguns to be effective. &lt;br /&gt;
&lt;br /&gt;
In BF3, shotgun shells change color depending on which faction is using them; US Marines use red shells, and Russian Ground Forces use green shells.&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M1014]] semi-automatic shotgun is found in ''Battlefield 3''. Magazine capacities available are either the civilian legal 4+1, or the full-length 6+1 (Indicating the use of 3-inch magnum rounds. The full-length tube normally holds seven 2.75-inch rounds). When reloading from empty, the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly, just like the 870 MCS.&lt;br /&gt;
&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[Image:BF3-M1014-2.jpg|thumb|none|600px|M1014 near a dead bank worker at the end of the mission &amp;quot;Operation Guillotine&amp;quot;.]]&lt;br /&gt;
[[Image:BF3-M1014-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M1014 during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:Rrt877 m1014.jpg|thumb|none|600px|M1014 in MP.]]&lt;br /&gt;
[[Image:Rrt877 m1014 reload.jpg|thumb|none|600px|M1014 in MP, reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is one of the 10 guns appearing in the ''Close Quarters'' expansion pack. The weapon is restricted to pump action, and performs similarly to the 870MCS and has the same standard (4+1) and extended (6+1) capacities, but has a slower per-shell reload speed and each shell contains one less pellet than those of the 870. However, it's offset by a maximum rate of fire that is high enough to the point that the next shot can be fired way before the pump animation can finish, specifically at the brief moment where the action is fully to the rear.&lt;br /&gt;
&lt;br /&gt;
The SPAS is also one of the strangest weapons to appear on a different weapon's Dog Tag; it appears on the Dog Tag awarded for 100 kills with the USAS-12. Other than four capital letters followed by &amp;quot;-12&amp;quot;, both being 12-gauge, and that they were both in the ''[[Battlefield: Bad Company]]'' series, they have little in common. The ''Close Quarters'' DLC, which adds the SPAS-12, still has the USAS-12 displaying a SPAS-12 Dog Tag.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[file:bf3 spas idle.jpg|thumb|600px|none|SPAS-12 idle]]&lt;br /&gt;
[[file:bf3 spas iron.jpg|thumb|600px|none|The SPAS-12's iron sights]]&lt;br /&gt;
[[file:bf3 spas chamber.jpg|thumb|600px|none|Inserting a new round into the chamber]]&lt;br /&gt;
[[file:bf3 spas reload.jpg|thumb|600px|none|Continuing the reload. If you look closely, you can make out part of the word &amp;quot;gauge&amp;quot; on the shell.]]&lt;br /&gt;
&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
The [[M26 MASS]] can be used only in the Assault kit in the &amp;quot;Gadget 1&amp;quot; slot. It may be used either as a standalone weapon, or mounted on any of the assault rifles if said rifle is equipped with the underslung rail. It can fire buckshot, flechettes, FRAG-12 rounds, or slugs, same as the other shotguns. The AEK-971 and AN-94 cannot mount the M26 MASS despite having underslung rails as an available attachment, possibly because it would interfere with both weapon's particular reload animation. A model glitch exists on some weapons that mount the M26 MASS where the charging handle will stay up even when the weapon is not in use.&lt;br /&gt;
[[Image:XM26 2 highRes.jpg|thumb|none|450px|M26 MASS - 12 gauge, mounted on [[M4A1 carbine]] with C-More red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:XM26.jpg|thumb|none|400px|Standalone version of M26 MASS - 12 gauge]]&lt;br /&gt;
[[Image:BF3 Mass.jpg|thumb|none|600px|M26 standalone.]]&lt;br /&gt;
[[Image:Rrt877 mass mounted.jpg|thumb|none|600px|MASS mounted on an &amp;quot;M16A3&amp;quot; in multiplayer.]]&lt;br /&gt;
[[Image:Rrt877 mass mounted reloading.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
The [[Pancor Jackhammer]], called the &amp;quot;MK3A1&amp;quot;, is included in the ''Back to Karkand'' expansion pack, and can be used by any kit. The appearance is highly unrealistic since only two fully automatic prototypes were ever produced; obviously, it does not emulate the real weapon's problems with failing to cycle in full-auto. It feeds from a 8-round magazine or a 12-round extended magazine, both incorrect; the real weapon feeds from a 10-round revolver style cylinder and does not chamber a round to gain a +1 as portrayed in the game.&lt;br /&gt;
[[Image:Jackhammer.jpg|400px|thumb|none|Pancor Jackhammer - 12 gauge]]&lt;br /&gt;
[[Image:BF3-Jackhammer-1.jpg|thumb|none|600px|Jackhammer on the customisation screen. Note the erroneous suppressor attachment that has since been patched out of the Jackhammer's available accessories list.]]&lt;br /&gt;
[[Image:Pancor Jackhammer BF3.jpg|thumb|none|600px|The Pancor Jackhammer idle]]&lt;br /&gt;
[[Image:Pancor Mark III A1 BF3 Reload.jpg|thumb|none|600px|The Pancor Jackhammer reloading. This is one of the few games to correctly depict the actual reload of this weapon. The foregrip is pushed forward to unlock and drop the &amp;quot;ammo cassette&amp;quot; (cylinder magazine), a fresh ammo cassette is inserted, and a release button on the trigger guard is pressed to retract the foregrip and lock the ammo cassette in place.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870|Remington 870 MCS]] appears as the &amp;quot;870MCS&amp;quot;. The player pumps the shotgun very quickly, which makes it seem almost semi-automatic in-game, like a pump action combat shotgun should be. Magazine capacities are either the standard 4+1, or the extended 6+1. As with the M1014, when reloading from empty the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly.&lt;br /&gt;
[[Image:Remington_870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[Image:BF3-MCS-1.jpg|thumb|none|600px|Blackburn holds an 870 MCS with a tactical light during the mission &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-MCS-2.jpg|thumb|none|600px|One of Blackburn's starting weapons in &amp;quot;Operation Guillotine&amp;quot; is this Remington 870 MCS with a laser aiming module. Precisely what this is for when he has his Big Magic White Circle for aiming with is unclear.]]&lt;br /&gt;
[[Image:Bf3 870 aim.jpg|thumb|none|600px|Iron sights of the Remington 870 MCS.]]&lt;br /&gt;
[[File:Bf3_870MCS_Frag.jpg|thumb|none|600px|Firing a 12 gauge fragmentation round from the 870. It looks impressive and can suppress enemies well, but it does about as much damage as a firecracker without a direct hit.]]&lt;br /&gt;
[[File:BF3_chamberload_870mcs_ext_mag.jpg|thumb|none|600px|Chamberloading an 870 that has an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] returns from ''Battlefield 2'' and is the second semi-auto shotgun unlocked. Magazine capacities are either the standard 6+1, or an extended 10+1 (originally 5+1 standard, and 8+1 extended, following the maximum factory capacity, changed after the 4th update).&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|450px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[Image:BF3-Saiga-1.jpg|thumb|none|600px|Blackburn holds a rather beat-up camouflaged Saiga 12K during the mission &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-Saiga-2.jpg|thumb|none|600px|The mission &amp;quot;Kaffarov&amp;quot; can be a little on the strange side at times; here Dmitri Mayakovsky holds a Saiga 12K fitted with a laser aiming module and PK-AS optic, watching in bemusement as shooting the windshield of a car makes two men who had clipped inside it dramatically leap through the roof. For a finishing touch, the car exploded immediately afterwards.]]&lt;br /&gt;
[[Image:BF3-Saiga-3.jpg|thumb|none|600px|Wary of any other weirdness, Dmitri reloads his Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
==SWD/Cobray Street Sweeper / Armsel Protecta Hybrid==&lt;br /&gt;
A hybrid of the [[SWD/Cobray Street Sweeper]] and the [[Armsel Protecta]] is included in ''Battlefield 3''. It features semi-automatic fire, has a thin winding key on the front of the drum magazine, and lacks a rear-mounted drum advance lever, which are features of the Street Sweeper, while it also has the Protecta's automatic shell ejection capabilities and therefore its large shell deflector (the Street Sweeper had to manually eject fired shells with an ejector rod, like a [[Colt Single Action Army]]). Conceptually, the hybrid is similar to Sentinel Arms' treatment of the Armsel Striker in their Striker-12, but the weapon lacks the Striker-12's unique thumb tab.&lt;br /&gt;
&lt;br /&gt;
The weapon is referred to as the &amp;quot;DAO-12&amp;quot;, as it was in ''[[Battlefield 2]]''; this stands for &amp;quot;double action only, 12 gauge&amp;quot; and is a ''description'' of the weapon rather than a correct name for it. The name was kept as an homage to ''Battlefield 2''. The weapon has an incorrect capacity of 8-rounds by default, but the correct 12 if the extended magazine attachment is used. This is most likely for balance, so players can't use a semi-auto, 12 round shotgun AND 3 attachments on top of that.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|400px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:Protecta.jpg|thumb|none|400px|Armsel Protecta with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:BF3-Streetsweeper-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a DAO-12 fitted with a Kobra reflex sight at the start of the mission &amp;quot;Kaffarov.&amp;quot;]]&lt;br /&gt;
[[File:Bf3 Cobray Street Sweeper aim.jpg|thumb|none|600px|Iron sights of the DAO-12.]]&lt;br /&gt;
[[File:Bf3 Cobray Street Sweeper reloading 2.jpg|thumb|none|600px|To reload, the player character tilts the weapon to the side... (note the shell deflector characteristic of the Protecta)]]&lt;br /&gt;
[[File:Bf3 Cobray Street Sweeper reloading 1.jpg|thumb|none|600px|...and inserts the shells one at a time via the loading gate. The process is incorrect because the drum is never rotated after loading a round; DICE apparently assumed that the drum would automatically rotate during reloading like when firing, when in reality it has to be rotated manually while reloading (the reload is corrected in BF4). Note &amp;quot;12 GAUGE&amp;quot; and a fragmentation symbol visible on the shells.]]&lt;br /&gt;
[[File:BF3 DAO-12 winding.jpg|thumb|none|600px|At the start of an empty reload, the character winds the drum before loading it.]]&lt;br /&gt;
&lt;br /&gt;
==USAS-12==&lt;br /&gt;
The [[USAS-12]] is the only full-auto shotgun in-game, barring the MK3A1 Jackhammer in ''Back to Karkand''. The magazine capacity is incorrectly 6+1 by standard or the correct 10+1 with the extended magazines equipped, most likely for balance, same as the Striker. When optics are attached, the carry handle is replaced by a strip of rails, meaning that the weapon becomes visually identical to the WM-12, an American semi-auto clone of the USAS-12. Like all shotguns, it can utilise standard Buckshot, Slugs, Flechettes and explosive FRAG-12 rounds as well as fit a variety of accessories and attachments. &lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 with 10-round magazine - 12 gauge]]&lt;br /&gt;
[[File:WM-12.jpg|thumb|none|400px|Ameetec Arms WM-12 - 12 gauge]]&lt;br /&gt;
[[Image:Bf3 usas12 holding.jpg|thumb|none|600px|The player character holds a USAS-12, vowing that nobody will take the last sun lounger from him.]]&lt;br /&gt;
[[Image:Bf3 usas12 aim.jpg|thumb|none|600px|Iron sights of the USAS-12.]]&lt;br /&gt;
[[Image:BF3-USAS-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads his USAS-12, which, according to the trademarks, was made by &amp;quot;Baewoo Brecisions&amp;quot; of Korea.]]&lt;br /&gt;
[[Image:Bf3 usas12 reloaded 2.jpg|thumb|none|600px|After replacing the magazine, the player character pulls on the charging handle. Note the deserted left side dust cover, compared to the image above.]]&lt;br /&gt;
[[Image:Bf3 usas12 world.jpg|thumb|none|600px|Icon and world model for the USAS-12. Note that the world model has no sights and no magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
[[Image:Battlefield 3 DogTag Shotguns.jpg|thumb|none|600px|Dog Tag Shotguns.]]&lt;br /&gt;
Benellli M1014 Dog Tag 100/500 kill- [[Benelli M1014]] / [[Benelli M1014]]&amp;lt;br&amp;gt;&lt;br /&gt;
Franchi SPAS-12 Dog Tag 100/1000 kill - [[SPAS-12]] / [[SPAS-12]]&amp;lt;br&amp;gt;&lt;br /&gt;
M26 MASS Dog Tag 100/500 kill - [[M26 MASS]] / [[M26 MASS]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pancor Jackhammer Dog tag 100/500 kill - [[Pancor Jackhammer]] / [[Pancor Jackhammer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Remington 870 MCS Dog Tag 100/500 kill - [[Remington 870|Remington 870 MCS]] / [[Remington 870|Remington 870 MCS]]&amp;lt;br&amp;gt;&lt;br /&gt;
Saiga 12K Dog Tag 100/500 kill - [[Saiga-12K]] / [[Saiga-12K]]&amp;lt;br&amp;gt;&lt;br /&gt;
SWD / Cobray Street Sweeper Dog Tag 100/500 kill - [[SWD/Cobray Street Sweeper]] / [[SWD/Cobray Street Sweeper]]&amp;lt;br&amp;gt;&lt;br /&gt;
USAS-12 Dog Tag 100/500 kill - [[SPAS-12]] / [[USAS-12]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
==5.56A-91==&lt;br /&gt;
The [[5.56A-91]] appears as part of the incredibly vague &amp;quot;Compact Assault Rifle&amp;quot; classification, and thus is used by the Engineer kit. It does not have its 40mm grenade launcher. It is the successor to the [[9A-91]] from ''Bad Company 2'', albeit firing the 5.56mm NATO round instead of the 9A-91's 9x39mm one. Called &amp;quot;[[A-91]]&amp;quot; in the game, which refers to the 7.62x39mm variant.&lt;br /&gt;
[[File:5.56A-91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[Image:BF3-A91-1.jpg|thumb|none|600px|Dmitri Mayakovsky looks at fellow GRU agent Vladimir holding a 5.56A-91 as they go to work at the start of &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:Rrt877 a-91.jpg|thumb|none|600px|5.56A-91 in MP.]]&lt;br /&gt;
[[Image:Rrt877 a-91 reloading.jpg|thumb|none|600px|5.56A-91 in MP reloading.]]&lt;br /&gt;
&lt;br /&gt;
==AEK-971==&lt;br /&gt;
The [[AEK-971]] is an unlock for the Assault kit.&lt;br /&gt;
[[Image:aek971_545.jpg|thumb|none|450px|AEK-971 (current model) with folding stock - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AEK-1.jpg|thumb|none|600px|Blackburn holds an AEK-971 near the start of the mission &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3 AEK971.jpg|thumb|none|600px|AEK-971 in ''Battlefield 3'' with Kobra Red dot sight and foregrip attached. Note that because of a glitch, both the indirect flightpath crosshair and the standard crosshair appear when switching rapidly between the grenade launcher and primary weapon. Switching to secondary weapon and back again fixes this issue.]]&lt;br /&gt;
[[Image:Rrt877 aek2 reload.jpg|thumb|none|600px|AEK-971 in MP, reloading.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74M==&lt;br /&gt;
The [[AK-74M]] is the standard assault rifle used by the Russian Assault kit. It is very accurate and has minimal recoil, but suffers from reduced damage compared to the M16A3.&lt;br /&gt;
[[Image:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AK-1.jpg|thumb|none|600px|Blackburn holds an AK-74M equipped with a PSO-1 scope during &amp;quot;Operation Swordbreaker.&amp;quot; Weapons on the ground do not show their attachments or have text signifying what they have attached, meaning occasionally picking up a boring-looking vanilla weapon will result in the player character producing Excalibur as here.]]&lt;br /&gt;
[[Image:Bf3 ak-74m aim.jpg|thumb|none|600px|Iron sights of the AK-74M.]]&lt;br /&gt;
[[Image:Bf3 ak-74m reloading 1.jpg|thumb|none|600px|Blackburn reloads his AK-74M; note the tape grip around the magazine. Also note the incorrectly modeled fixed stock, lacking both its side-folding hinge and release button.]]&lt;br /&gt;
[[Image:Bf3 ak-74m reloading 2.jpg|thumb|none|600px|After that, he flips the weapon over and pulls on the charging handle.]]&lt;br /&gt;
[[Image:Bf3 ak-74m world.jpg|thumb|none|600px|Icon and world model of the AK-74M.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is used by the Engineer kit in multiplayer, and is the starting weapon for Russian Engineers.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AKS-74U-1.jpg|thumb|none|600px|Blackburn wrestles with one of Solomon's men during the introductory mission &amp;quot;Semper Fidelis.&amp;quot; On the Xbox 360 version before the ''Back to Karkand'' update, this terrorist was instead armed with a UMP45, but still gives Blackburn an AKS-74U when he dies.]]&lt;br /&gt;
[[Image:BF3-AKS-1.jpg|thumb|none|600px|At the start of the mission &amp;quot;Uprising,&amp;quot; Blackburn relieves a PLR soldier of this AKS-74U with a Kobra reflex sight, suppressor and tactical light.]]&lt;br /&gt;
[[Image:Rrt877 aks74u reloading.jpg|thumb|none|600px|AKS-74U in multiplayer, note the the odd milled/stamped steel hybrid receiver, showing this is the same model from the ''Bad Company'' series.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] returns from the ''Bad Company'' series. The AN-94's dual-rate full-auto mode is correctly depicted in ''Battlefield 3''. In multiplayer, when set to burst, the weapon fires an 1800RPM 2-round burst, and when set to full auto, it fires the first two shots at 1800RPM, while the rest are fired at 600RPM. In the single-player campaign, the 2 round burst is shown to incorrectly fire at the 600 rpm as opposed to the correct 1800 rpm.&lt;br /&gt;
&lt;br /&gt;
The AN-94 starts in 2-round burst mode by default. Before a patch, the weapon lacked the semi-automatic mode found on the real weapon, instead featuring only the 2-burst and full-auto modes.&lt;br /&gt;
&lt;br /&gt;
An interesting note is that the player character uses the Speed Reload technique when reloading the AN-94, where he pushes the mag release and flicks the magazine out with another magazine, the same applies to the AEK-971.&lt;br /&gt;
&lt;br /&gt;
[[Image:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|450px|none|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AN94-1.jpg|thumb|none|600px|Blackburn holds an AN-94 equipped with a PKS-07 long-range scope as he looks over an airdropped Russian D-30 122mm howitzer during the mission &amp;quot;Rock and a Hard Place.&amp;quot;]]&lt;br /&gt;
[[File:BF3 AN-94 (1).jpg|thumb|none|600px|Iron sights of the AN-94.]]&lt;br /&gt;
[[File:BF3 AN-94 (2).jpg|thumb|none|600px|Inserting the new magazine after kicking out the old one...]]&lt;br /&gt;
[[File:BF3 AN-94 (3).jpg|thumb|none|600px|...and chambering the first round.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears as an all kit weapon, most likely due to its small size and unique integrated suppressor, making it too specialized for any specific kit. The March 2012 update added the option of using extended 30-round box magazines (the largest box mag available for the VSS/AS Val/SR-3 rifles) instead of the standard 20-rounders. However, the gun is still modelled with a 20-round magazine even with the extended magazine equipped.&lt;br /&gt;
[[Image:As val1.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[Image:BF3-ASVal-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds his starting weapon, an AS Val assault rifle with a Kobra reflex sight, during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-ASVal-2.jpg|thumb|none|600px|Kiril holds his AS Val near the end of &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[File:BF3 AS VAL (1).jpg|thumb|none|600px|Aiming the AS Val.]]&lt;br /&gt;
[[File:BF3 AS VAL (2).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF3 AS VAL (3).jpg|thumb|none|600px|Charging the Val.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4LE Carbine==&lt;br /&gt;
Two versions of the [[M4 Carbine]] are found: the full-auto &amp;quot;M4A1&amp;quot; and the 3-round burst &amp;quot;M4&amp;quot;. However, they are modeled after the civilian M4LE, as evidenced by the Safe/Fire selector switch. The model features a KAC RIS handguard, Crane SOPMOD stock, Hogue pistol grip, M16A1 flash hider, and Magpul Ranger Plates. In singleplayer, the &amp;quot;M4A1&amp;quot; is commonly seen in the hands of the main character. In multiplayer, being a carbine, the M4s are used by the Engineer kit. The &amp;quot;M4A1&amp;quot; is the starting weapon for US Engineers, while the &amp;quot;M4&amp;quot; is unlocked at 40,000 Engineer score.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the first &amp;quot;Fault Line&amp;quot; trailers showed the player rack the charging handle during an empty reload, which was changed to a press of the bolt release from the Operation Metro trailer onwards and into the release version.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt M4LE Carbine.jpg|thumb|none|450px|Colt M4LE Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|An actual M4A1, for comparison - 5.56x45mm. This one is fitted with an Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard, and vertical forward grip.]]&lt;br /&gt;
[[File:BF3-M4-1.jpg|thumb|none|600px|Blackburn holds an &amp;quot;M4A1&amp;quot; during &amp;quot;Operation Swordbreaker.&amp;quot;]]&lt;br /&gt;
[[File:BF3-M4-2.jpg|thumb|none|600px|Blackburn reloads his carbine. &amp;quot;For law enforcement / military use&amp;quot; is printed on the side of the EOTech optic.]]&lt;br /&gt;
[[File:BF3-M4-3.jpg|thumb|none|600px|Reloading with the rifle in shadow reveals a snake-like design engraved on the mag well; this is present in ''Medal of Honor'', though as a dark shape that shows up in light rather than a silvery etching that only shows up in the dark. Also note how the semi-auto position reads &amp;quot;Fire&amp;quot;, meaning it was modeled on a civilian M4 variant.]]&lt;br /&gt;
[[File:Bf3 Colt M4A1 holding.jpg|thumb|none|600px|The M4 in multiplayer without any attachment.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Sporter Competition==&lt;br /&gt;
Both the 3-round burst &amp;quot;[[M16A4]]&amp;quot; and the full-auto &amp;quot;M16A3&amp;quot; are in fact modeled after the civilian Colt Sporter Competition, since they have a Safe/Fire selector switch, and they lack a bayonet lug. The model features an [[M16A1]] flash hider, a KAC RIS handguard with a rail cover on the right side rail, a Hogue pistol grip, a Magpul loop on the magazine, and a cloth sleeve wrapped around the stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; is the standard assault rifle used by the US Assault kit, and can be unlocked for the Russian Assault at 220,000 Assault points; the &amp;quot;M16A4&amp;quot; meanwhile is unlocked for both factions at 89,000 Assault points.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M16A4&amp;quot; was one of the first weapons to be shown in early gameplay footage, but was lacking rear iron sights and optical sights; these were added later on. Some later footage showed the M16 with the gas block missing when mounting sights, but this too was corrected in the final release.&lt;br /&gt;
[[File:Colt Sporter Competition.jpg|thumb|none|450px|Colt Sporter Competition with magazine removed - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|An actual M16A4, for comparison - 5.56x45mm NATO. This is the USMC style setup, an M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope.]]&lt;br /&gt;
[[File:BF3-M16-1.jpg|600px|thumb|none|Blackburn holds his &amp;quot;M16A3&amp;quot; during Operation Swordbreaker.]]&lt;br /&gt;
[[File:Bf3 m16a3 aim.jpg|thumb|none|600px|Iron sights of the &amp;quot;M16A3&amp;quot;.]]&lt;br /&gt;
[[File:BF3-M16-2.jpg|600px|thumb|none|A Marine reloads his &amp;quot;M16A3&amp;quot; with a mounted Trijicon ACOG scope in multiplayer.]]&lt;br /&gt;
[[File:Bf3 m16a4 world.jpg|thumb|none|600px|Icon and world model of the &amp;quot;M16A3&amp;quot; in Single Player (note that the front sight and gas block are missing, while in the first person model they are present).]]&lt;br /&gt;
&lt;br /&gt;
==DIO KH2002 Sama==&lt;br /&gt;
Befitting the Iranian setting, the [[DIO KH2002|DIO KH2002 Sama]] bullpup assault rifle is one of the weapons in the game. The improved foregrip of the Sama model only appears if the Foregrip attachment is used in multiplayer. The in-game model fires 30 rounds form a 20 round STANAG magazine, however.&lt;br /&gt;
&lt;br /&gt;
In campaign mode, the weapon is often found in the hands of Iranian Army soldiers after the PLR's hostile takeover. It fires in single shot and 3-round burst firing modes, and uses Russian optics. It can be unlocked for multiplayer use with a 17,000 co-op score. &lt;br /&gt;
[[Image:Kh2002 2009 improved.jpg|thumb|none|400px|Iranian Defense Industries Organization (DIO) KH2002, improved 2009 model - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-KH2002-1.jpg|thumb|none|600px|Blackburn holds a KH2002 during the mission &amp;quot;Uprising&amp;quot; as he discovers the exit.]]&lt;br /&gt;
[[Image:Bf3 kh2002 aim.jpg|thumb|none|600px|Iron sights of the KH2002.]]&lt;br /&gt;
[[Image:BF3-KH2002-2.jpg|thumb|none|600px|Blackburn reloads his KH2002, showing that the Khaybar variant used in the game is the 2009 model.]]&lt;br /&gt;
[[File:BF3 KH2002 reload.jpg|thumb|none|600px|Charging an ACOG scope-equipped KH2002.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
A [[FAMAS Valorisé]] (FAMAS Upgraded) is included in the ''Back to Karkand'' expansion pack, and can be used by the Assault kit. The weapon is incorrectly fitted with a G1/G2 trigger guard rather than the correct F1 style one and has had the bipod removed. In-game, the FAMAS uses the correct 25 round straight magazines.&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-FAMAS-1.jpg|thumb|none|600px|FAMAS Valorisé on the customization screen. Note the incorrect 30-round magazine capacity, which has since been patched.]]&lt;br /&gt;
[[Image:Rrt877 famas3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Rrt877 famas3 reload.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000]] returns from the ''Bad Company'' series, and has much more realistic statistics, most notably that it doesn't have a fire rate resembling a minigun. Due to its lack of an underslung rail, an M320 or M26 MASS will always be carried as a standalone if the F2000 is equipped. The F2000 can mount a bipod and foregrip like the other assault rifles.&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|400px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-F2000-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads an F2000 with EOTech reflex sight during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:1000px-BF3 F2000 Left Side.jpg|thumb|none|600px|The left side of the F2000 Tactical, note the FN trademarks.]]&lt;br /&gt;
[[Image:1000px-Bf3 2012-07-31 23-56-43-08.jpg|thumb|none|600px|The left side of the F2000 with Navy Blue Digital &amp;quot;camouflage&amp;quot;, folding bipod, EOtech sight, aftermarket flash hider, and what appears to be an intangible magwell.]]&lt;br /&gt;
[[Image:1000px-BF3 F2000 Iron Sight.jpg|thumb|none|600px|The F2000 iron sights.]]&lt;br /&gt;
[[Image:1000px-BF3 F2000.jpg|thumb|none|600px|The F2000 Tactical idle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The first generation FN Mk 17 Mod 0, or [[FN SCAR-H CQC]], is used by the Engineer kit In multiplayer. A modeling mistakes shows the fire selector switch set on semi-auto as the weapon itself fires on full-auto by default.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_SCAR_-1-.jpg|thumb|none|450px|First Gen Fabrique Nationale SCAR-H with M68 Aimpoint scope and Grippod foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Rrt877 mk17.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:BF3-SCAR-1.jpg|thumb|none|600px|Blackburn reloads his SCAR-H at the start of &amp;quot;Operation Guillotine.&amp;quot; Note that even though the weapon can fire in full-auto, the fire selector switch is set on semi-auto.]]&lt;br /&gt;
[[File:BF3 SCAR-H (1).jpg|thumb|none|600px|Pulling up the new magazine. This angle doesn't really happen with the SCAR-L reload.]]&lt;br /&gt;
[[File:BF3 SCAR-H (2).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The first generation FN Mk 16 MOD 0, or [[SCAR-L]], is an assault rifle added in the ''Close Quarters'' expansion pack and is issued to the Assault kit. It's weaker than its bigger brother the SCAR-H because of its smaller round, but it boasts a slightly higher rate of fire (620 rpm) and extremely controllable recoil. It's unlocked by completing the 'Set us up the Bomb' assignment, which involves killing 20 enemies with an underslung grenade launcher and 15 enemies with hand grenades.&lt;br /&gt;
[[Image:Scar l-1.jpg|thumb|400px|none|First Generation FN SCAR-L with M68 Aimpoint scope and Grippod foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF3_cq_SCAR_L_Iron.jpg|thumb|600px|none|The SCAR-L's iron sights]]&lt;br /&gt;
[[file:BF3_CQ_SCAR_l_reload.jpg|thumb|600px|none|The SCAR-L's reload. Note the selector switch is incorrectly set on single fire, but the charging handle is correctly in the locked back position since all rounds were expended.]]&lt;br /&gt;
[[file:BF3_SCAR_L_bolt.jpg|thumb|600px|none|Pressing the bolt release, which simultaneously sends the charging handle forward with the bolt. The game also correctly animates the reciprocating charging handle when firing the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36 (&amp;quot;MG36&amp;quot;)==&lt;br /&gt;
In the ''Back to Karkand'' expansion pack, a [[Heckler &amp;amp; Koch G36]] with G36C rails, bipods, and Beta C-Mag drums appears as the &amp;quot;MG36&amp;quot;; the actual MG36 did not have such a configuration, and was a rare weapon with a total production run of around 100 units, facts that were even mentioned in the description. Used by the Support kit, the C-Mag is limited to 50+1 and requires the &amp;quot;Extended Magazines&amp;quot; attachment in order to use its full 100+1 capacity.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg|thumb|none|450px|'''Airsoft''' G36 with G36C carrying handle and bipod - (fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:G36 CMag.jpg|thumb|none|450px|Configuration typically called &amp;quot;MG36;&amp;quot; actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-MG36-1.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; on the customization menu. Note the 12x sniper scope attached, in case you feel the need to give suppressive fire from 1000+ meters.]]&lt;br /&gt;
[[file:bf3 mg36 idle.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; idle, with a Beta C-mag that only holds 50 rounds]]&lt;br /&gt;
[[file:bf3 mg36 iron.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot;'s iron sights]]&lt;br /&gt;
[[file:bf3 mg36 reload1.jpg|thumb|none|600px|Inserting a fresh magazine]]&lt;br /&gt;
[[file:bf3 mg36 reload2.jpg|thumb|none|600px|Pulling the charging handle]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36C]] is seen in single player in the mission &amp;quot;Comrades&amp;quot;. The model is based from 2008's DICE game [[Mirror's Edge]]. It can fire semi, auto, or two-round burst. In multiplayer, the G36C being a carbine is used by the engineer kit and uses opaque magazines.&lt;br /&gt;
[[Image:G36CwForegrip.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C with vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-G36-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a G36C he took from a French police officer during the mission &amp;quot;Comrades.&amp;quot; Note That while the fire selector is in the correct position for fully automatic fire, the white position indicator is pointing to &amp;quot;safe&amp;quot;. It's greatly improved from Mirror's Edge's G36C.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[G3A3]] is available in both single and multiplayer. It is an actual H&amp;amp;K G3A3, and not an Iranian clone. It has a wide handguard, and the fire selector markings are S-E-F. The Iranian-manufactured version differs in that it utilizes a slimline handguard and has Farsi writing on the receiver. It can be unlocked for use in multiplayer by gaining 160,000 Co-Op score.&lt;br /&gt;
[[File:G3a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with wide handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-G3-1.jpg|thumb|none|600px|Blackburn holds a G3A3 with ACOG scope during the mission &amp;quot;Operation Swordbreaker.&amp;quot;]]&lt;br /&gt;
[[File:BF3-G3A3-Pickup.jpg|thumb|none|600px|The detailed pick-up icon for the G3A3.]]&lt;br /&gt;
[[Image:Bf3 g3a3 aim.jpg|thumb|none|600px|Iron sights of the G3A3.]]&lt;br /&gt;
[[Image:Bf3 g3a3 reloading 1.jpg|thumb|none|600px|Reloading the G3A3.]]&lt;br /&gt;
[[Image:Bf3 g3a3 world.jpg|thumb|none|600px|Icon and world model. Note the slightly mispositioned magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[HK416]] returns from ''Bad Company'' and ''Bad Company 2'' having a 10.4&amp;quot; barrel and OD furniture. It is the first unlock for the Assault kit and can have an M320 (which replaces the kit's Medkit) mounted as long as a grip or bipod are not. It once again appears as the &amp;quot;M416,&amp;quot; seemingly just because that's what it was called in the ''Bad Company'' games since it is no longer shown as a standardised US military weapon in singleplayer. At release, it featured semi-auto, burst, and full-auto modes, something that isn't typically possible with AR-15 type rifles and derivatives. A patch in December of 2011 removed the burst mode for PC, and as of the March 2012 patch, the Xbox 360 and PS3 version's M416 has it removed as well. The BF3 HK416 uses the older M4 Gen II style stock and a Tangodown pistol grip. Newer variants utilize HK's in-house stock and grip designs.&lt;br /&gt;
[[Image:Heckler and Koch 416.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with 10 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-HK416-1.jpg|thumb|none|600px|Blackburn runs with his HK416 with M320 grenade launcher, straight into a most unpleasant surprise. The Russian transport craft depicted is an Antonov An-22. The pilot of the Antonov is a big fan of ''[[Top Gun]]'' and is getting as much low-altitude fly-by practice in as he can before the real war starts.]]&lt;br /&gt;
[[Image:Bf3 hk416 holding.jpg|thumb|none|600px|A minor modeling error is present in the charging handle: the backside of the handle is completely solid. In reality, you would see a slot with the latch showing through on the left side. This mistake is not present in the M4/M16 models, but is present in the M27 and HK417 (both also HK designs).]]&lt;br /&gt;
[[Image:Bf3 hk416 aim.jpg|thumb|none|600px|Iron sights of the HK416.]]&lt;br /&gt;
[[Image:Bf3 hk416 reloading 1.jpg|thumb|none|600px|The player character reloads his HK416.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK53==&lt;br /&gt;
The [[HK53]] is included in the ''Back to Karkand'' expansion pack as the G53. It was listed in game under its original &amp;quot;HK53&amp;quot; name on the PS3 version until a patch altered it to G53 as used in the PC and X360 versions. It is a compact version of the HK33 rifle, and as a carbine, it can be used by the Engineer kit.&lt;br /&gt;
[[Image:H&amp;amp;KHK53-1.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK53 - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-HK53-1.jpg|thumb|none|600px|HK53 on the customization screen. This is a pre-patch screenshot from the PS3 version]]&lt;br /&gt;
[[Image:Rrt877 hk53.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Rrt877 hk53 reloading.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Assault kit. It features very high accuracy, low recoil and better hip-fire accuracy due to its bullpup configuration but suffers in close quarters due to its 650 RPM rate of fire. It also cannot mount an underslung M320 like it can in real life.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-L85-1.jpg|thumb|none|600px|L85A2 on the customisation screen.]]&lt;br /&gt;
[[file:bf3 l85 idle.jpg|thumb|none|600px|L85A2 idle, fitted with an ACOG sight and a bipod. Note the Picatinny rail mounted on top of the dovetail mount, which appears when alternate sights are used.]]&lt;br /&gt;
[[file:bf3 l85 reload.jpg|thumb|none|600px|Removing the empty magazine.]]&lt;br /&gt;
[[file:bf3 l85 bolt.jpg|thumb|none|600px|Moving to press the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR==&lt;br /&gt;
The [[Magpul PDR]], a compact bullpup assault rifle development of which was abandoned the year the game came out, appears as an all kit weapon. For unknown reasons, it appears as the &amp;quot;PDW-R&amp;quot; (most likely standing for Personal Defence Weapon-Rifle). Uses either 20 or 30 round polymer magazines, with 20 being the default option.&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|400px|none|Magpul PDR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-PDR-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads his PDR as he ponders the wisdom of Vladimir's &amp;quot;walking into a fire&amp;quot; plan.]]&lt;br /&gt;
[[File:BF3 PDR (1).jpg|thumb|none|600px|Pressing the magazine release on a PDR in multiplayer.]]&lt;br /&gt;
[[File:BF3 PDR (2).jpg|thumb|none|600px|Releasing the charging handle on a full reload.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95B==&lt;br /&gt;
The [[QBZ-95B]] is included in the ''Back to Karkand'' expansion pack, and, as a carbine, can be used by the Engineer kit.&lt;br /&gt;
[[Image:Qbz-95carb s.jpg|thumb|none|400px|Norinco QBZ-95B - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QBZ95B-1.jpg|thumb|none|600px|QBZ-95B on the customise menu.]]&lt;br /&gt;
[[Image:QBZ-95BF3.jpg|thumb|none|600px|The QBZ-95B idle.]]&lt;br /&gt;
[[Image:QBZ-95RELOADBF3.jpg|thumb|none|600px|Removing the spent magazine with a fresh one]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] appears in ''Battlefield 3'' with a railed handguard. The in-game model's serial numbers points to its modeling reference being a SIG SG 553-1 SP semi-auto only model (the one on the reference image below in particular), though the in-game weapon still has the automatic firing options of the standard SIG SG 553. In multiplayer, being a carbine, it is used by the Engineer kit. It can only be unlocked in Co-Op by achieving a score of 120,000. In the campaign mode, the SG 553 is found in two places. The first is in &amp;quot;Comrades&amp;quot;, where a police officer exiting the van has one, and the other one being found by the player after the train crashes in &amp;quot;The Great Destroyer&amp;quot;.&lt;br /&gt;
[[File:SIG SG 553-1 SP.jpg|none|thumb|400px|SIG SG 553-1 SP with railed handguard - 5.56x45mm]]&lt;br /&gt;
[[File:BF3-SG553-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a SIG SG 553 during the mission &amp;quot;Comrades&amp;quot; as he fights his way through a French police cordon.]]&lt;br /&gt;
[[File:BF3 SG553 Reload.jpg|thumb|none|600px|The SG553 being reloaded. Note the serial numbers being identical to the reference image above.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR]] joins the arsenal of ''Battlefield 3'' as part of the ''Close Quarters'' expansion pack and was first seen in the &amp;quot;Ziba Tower&amp;quot; gameplay video. It is named &amp;quot;ACW-R&amp;quot; (likely meaning 'Adaptive Combat Weapon - Rifle') much like the &amp;quot;PDW-R&amp;quot;. It boasts a high rate of fire with controllable recoil and features a 26 round capacity in a 30 round 5.56mm PMAG magazine. Developers have stated that the &amp;quot;ACW-R&amp;quot; in-game is chambered for 6.5x38mm Grendel, which explains the round capacity. Newer revisions of the Remington ACR have features not reflected in this game model, such as an angled / folding charging handle and an updated lighter-weight rail.&lt;br /&gt;
[[File:Bushmasteracrentry.jpg|thumb|none|450px|Remington ACR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:bf3 acr idle.jpg|thumb|600px|none|The &amp;quot;ACW-R&amp;quot; idle. Note the 26+1 magazine.]]&lt;br /&gt;
[[file:bf3 acr reload 1.jpg|thumb|600px|none|Removing an empty mag.]]&lt;br /&gt;
[[file:bf3 acr reload 2.jpg|thumb|600px|none|And inserting a fresh one. It is a polymer Magpul PMAG instead of the STANAG aluminum magazine.]]&lt;br /&gt;
[[file:bf3 acr bolt.jpg|thumb|600px|none|Pressing the bolt release to chamber a new round. A more efficient method would be to use your trigger finger, as the bolt release is ambidextrous. This was most likely done so the player can see the bolt being released.]]&lt;br /&gt;
[[File:RussianguywithACR.jpg|thumb|none|500px|A Russian Engineer fires his &amp;quot;ACW-R,&amp;quot; note the 14.5&amp;quot; barrel and the correct AAC Blackout flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3-CQC==&lt;br /&gt;
The [[Steyr AUG A3-CQC]] was added in the ''Close Quarters'' expansion pack. It serves a similar role to the M416, a stable gun with a steady 700 rpm rate of fire and easy to control recoil. The AUG A3-CQC is unique, as it's the only bullpup assault rifle that can mount an underslung weapon. It was first shown in the &amp;quot;Ziba Tower&amp;quot; gameplay trailer and in pre-release screenshots. It is very accurate and has controllable recoil, making it an effective assault rifle. It is unlocked by completing the &amp;quot;Shepard&amp;quot; assignment which involves 10 squad revives and 30 kills with assault rifles.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|400px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF3wallpaper.jpg|thumb|none|600px|The soldier in the foreground can be seen holding an AUGA3 (Note the tri-railed handguard and the placement of the charging handle) fitted with an EOTech 552 and KAC foregrip.]]&lt;br /&gt;
[[file:bf3 aug idle.jpg|thumb|600px|none|The AUG A3 idle. Note the underslung M320 grenade launcher.]]&lt;br /&gt;
[[file:bf3 aug iron.jpg|thumb|600px|none|The AUG A3's iron sights.]]&lt;br /&gt;
[[file:bf3 aug reload.jpg|thumb|600px|none|The AUG A3 mid-reload. Note how the M320 clips through the trigger guard of the AUG.]]&lt;br /&gt;
[[file:Bf3_2012-06-06_14-42-49-55.jpg|thumb|600px|none|Pressing the bolt release]]&lt;br /&gt;
&lt;br /&gt;
==MTAR-21==&lt;br /&gt;
The [[IMI Micro Tavor MTAR-21]] is a carbine added in the ''Close Quarters'' expansion pack. It features high recoil due to its short barrel and high rate of fire. In CQB it's capable of mowing down enemies with little trouble due to its 900 rpm rate of fire, but the recoil severely limits its long range capabilities.&lt;br /&gt;
[[file:Mtar-21.jpg|thumb|none|400px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
[[file:bf3 mtar idle.jpg|thumb|none|600px|The IMI MTAR-21 idle, fitted with a Trijicon RX01 reflex sight.]]&lt;br /&gt;
[[file:bf3 mtar reload1.jpg|thumb|none|600px|The MTAR-21 with its magazine removed. Note that since all rounds were expended, the charging handle is correctly shown in the rear position with the bolt locked back.]]&lt;br /&gt;
[[file:bf3 mtar reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[file:bf3 mtar bolt.jpg|thumb|none|600px|Pressing the bolt release, which sends the bolt and charging handle forward.]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
===M16A1===&lt;br /&gt;
The Dog Tag awarded for 500 kills with the M320/GP-30 shows an [[M203]] mounted to an [[M16A1]], complete with the heatshield handguard.&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The Dog Tag the player receives for 500 kills with the M16A3/A4 shows an [[M16A2]] instead.&lt;br /&gt;
&lt;br /&gt;
===FAMAS===&lt;br /&gt;
A [[FAMAS]] (G2?) appears on the Dog Tag awarded for 500 kills with the FAMAS.&lt;br /&gt;
&lt;br /&gt;
===FN F2000===&lt;br /&gt;
The standard version of the F2000, with its built in scope, appears on the 500 kill Dog Tag for the F2000 Tactical.&lt;br /&gt;
[[Image:Bf3 dogtag fn f2000 GL-1.jpg|thumb|none|400px|FN F2000 + FN GL-1. 100 kill.]]&lt;br /&gt;
&lt;br /&gt;
===FN Mk 16 Mod 0 (SCAR-L)===&lt;br /&gt;
100 Kills with either the SCAR-H carbine or the SCAR-L assault rifle earns the player a SCAR-L dog tag. The release of the ''Close Quarters'' DLC (which introduced the SCAR-L) has not brought along a proper dog tag for the SCAR-H.&lt;br /&gt;
[[Image:BF3_SCAR_L_dogtag.jpg|thumb|none|400px]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416===&lt;br /&gt;
[[Image:Bf3 dogtag hk416 m203.jpg|thumb|left|400px|Heckler &amp;amp; Koch HK416 + M203. 100 kill.]]&lt;br /&gt;
[[Image:Bf3 dogtag hk416.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416. 500 kill.]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
===SIG SG 553===&lt;br /&gt;
[[Image:Bf3 dogtag sg 553.jpg|thumb|none|400px|SIG SG 553. 100 kill.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch M27 IAR==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M27 IAR]] is the starting weapon for the US support class, and uses a 45-round extended magazine. It is shown with a 4-vent handguard, but the correct extended barrel for the version is shown, the handguard simply covering less of it.&lt;br /&gt;
[[Image:H&amp;amp;K M27 IAR.jpg|thumb|none|450px|Heckler &amp;amp; Koch M27 IAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-IAR-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M27 IAR equipped with a Trijicon RX01 reflex sight and tactical light in the mission &amp;quot;Kaffarov.&amp;quot;]]&lt;br /&gt;
[[Image:Rrt877 iar.jpg|thumb|none|600px|The modeling error of the charging handle backside being modeled completely solid can also be seen here, as on the HK416 and HK417.]]&lt;br /&gt;
&lt;br /&gt;
==LSAT Light Machine Gun==&lt;br /&gt;
The [[LSAT|LSAT Light Machine Gun]] is a light machine gun added to ''Battlefield 3'' through the ''Close Quarters'' expansion pack. In-game it uses the configuration that loads polymer-cased ammunition. It is unlocked by completing the &amp;quot;Point Blank&amp;quot; assignment, which involves 10 kills with C4 and 10 knife takedowns.&lt;br /&gt;
[[File:LSAT Prototype 2009.jpg|thumb|none|450px|LSAT Light Machine Gun prototype - 5.56mm Caseless]]&lt;br /&gt;
[[Image:bf3 lsat idle.jpg|thumb|none|600px|The LSAT LMG in idle]]&lt;br /&gt;
[[Image:bf3 lsat iron.jpg|thumb|none|600px|The LSAT LMG's iron sights. The rear sights are modeled after the KAC folding 600m.]]&lt;br /&gt;
[[Image:bf3 lsat reload1.jpg|thumb|none|600px|Pulling the charging handle to empty the chamber]]&lt;br /&gt;
[[Image:bf3 lsat reload2.jpg|thumb|none|600px|Removing the ammo box]]&lt;br /&gt;
[[Image:bf3 lsat reload3.jpg|thumb|none|600px|Feeding the ammo belt into the chamber]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] appears in the hands of some US Marines, and in the hands of the player character, fitted with an EOTech Holographic Weapon Sight (HWS). The weapon features a deployable bipod which can be used to increase accuracy during prolonged firing, at the cost of player mobility.&lt;br /&gt;
[[Image: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:BF3-M240-1.jpg|thumb|none|600px|One of Blackburn's fellow Marines, Montes, holds his M240B fitted with an M145 Machine Gun Optic.]]&lt;br /&gt;
[[File:BF3 M240B.jpg|thumb|none|600px|The player character in multiplayer holds an M240B with M145 Machine Gun Optic. The ammo box is fictional; it would block the ejection port in real life, and couldn't possibly be attached at all in reality because the M240B lacks the necessary parts to attach an ammo box on its bottom. The weapon is correctly shown only ejecting links to the right side, though.]]&lt;br /&gt;
[[File:BF3 M240 (1).jpg|thumb|none|600px|Aiming the M240B.]]&lt;br /&gt;
[[File:BF3 M240 (2).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload.]]&lt;br /&gt;
[[File:BF3 M240 (3).jpg|thumb|none|600px|Placing the belt into the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
==M249==&lt;br /&gt;
An [[M249]] is featured in the game, identified by its STANAG magazine well. It has a fixed buttstock, short paratrooper barrel, and the railed heat shield of the Mk 46 Mod 0. This configuration is typical of Airsoft &amp;quot;Mk 46&amp;quot; guns which have Mk 46 features but retain their STANAG wells.&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|450px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-M249-1.jpg|thumb|none|600px|Blackburn holds the hybrid SAW near the end of Operation Swordbreaker. Note the STANAG magazine well visible under the belt.]]&lt;br /&gt;
[[Image:BF3-SAW-1.jpg|thumb|none|600px|Blackburn sets up the bipod of his SAW.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4==&lt;br /&gt;
The [[M60E4]] is the last MG to be unlocked in the Support kit. Extended magazines gifts the weapon with a massive 200 round box and this is visually shown on the weapon when attached.&lt;br /&gt;
[[Image:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M60-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M60E4 with M145 Machine Gun Optic as Kaffarov's bodyguards have the brilliant idea of firing an RPG-7 indoors.]]&lt;br /&gt;
&lt;br /&gt;
==QBB-95==&lt;br /&gt;
The [[QBB-95]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Support kit. It uses 75-round drums, and has the highest capacity of any weapon in the game besides belt-fed LMGs.&lt;br /&gt;
[[Image:QBB95ds.jpg|thumb|none|450px|QBB-95 with 75-round drum magazine and Y/MA 95-002 scope - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QBB95-1.jpg|thumb|none|600px|QBB-95 on the customise menu.]]&lt;br /&gt;
[[file:bf3 qbb95 idle.jpg|thumb|none|600px|The QBB-95 fitted with a PKA-S holographic sight. Note the Picatinny rail added above the carrying handle, which normally has a dovetail mount for optics.]]&lt;br /&gt;
[[file:bf3 qbb95 reload.jpg|thumb|none|600px|Inserting a fresh drum magazine into the QBB-95. The carry handle appears to be modeled a bit more bulky than in reality.]]&lt;br /&gt;
[[file:bf3 qbb95 charge.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==QJY-88==&lt;br /&gt;
The [[Norinco QJY-88]] returns from ''Bad Company 2'', once again called the &amp;quot;Type 88&amp;quot;. This isn't wrong per se (the weapon is named &amp;quot;Type 88 GPMG&amp;quot; in Chinese), but quite odd, as the QBZ-95B, QBB-95, and QBU-88 all use their proper &amp;quot;QB&amp;quot; designations.&lt;br /&gt;
[[Image:Type88gpmg2.jpg|thumb|450px|none|Norinco QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QJY88-1.jpg|thumb|none|600px|Dmitri Mayakovsky discovers a QJY-88 with the rare and for some reason unpopular linoleum-plated finish.]]&lt;br /&gt;
[[Image:BF3QJY-88.jpg|thumb|none|600px|The QJY-88 idle]]&lt;br /&gt;
[[Image:Bf3QJY-88reload.jpg|thumb|none|600px|Removing the spent belt box]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears in the game. It features high stopping power like other 7.62 weapons, and is more accurate than other LMGs, but has a sharp vertical recoil and less than optimal mobility due to its weight.&lt;br /&gt;
[[Image:Pecheneg.jpg|thumb|450px|none|PKP Pecheneg machine gun with ammo box - 7.62x54mmR]]&lt;br /&gt;
[[Image:BF3-PKP-1.jpg|thumb|none|600px|Blackburn holds a PKP Pecheneg as he infiltrates someone's garage in &amp;quot;Operation Guillotine.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-PKP-2.jpg|thumb|none|600px|Dmitri Mayakovski uses his PKP Pecheneg to make some amendments to the internal layout of a building. Mostly new doors. Note that the non-disintegrating belt of the PKP has been portrayed as a disintegrating belt.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK light machine gun]] is the starting weapon for the Russian Support class. It is referred to in game as an &amp;quot;[[RPK light machine gun#RPK-74|RPK-74M]]&amp;quot;, a modernised 5.45x39mm version with synthetic furnishings and a flash hider, despite that it is shown with a 7.62x39mm magazine and no flash hider. The weapon's damage matches the idea that it is a -74 model, as it is scaled to the 5.56mm machine guns, as opposed to behaving like a 7.62x39. When mounting optics the weapon gains side-mounted bracket for attaching them; if it does not mount optics, the bracket is not present. It can sometimes be found fitted with a vertical front grip attached to the underside of the handguard.&lt;br /&gt;
&lt;br /&gt;
[[Image:RPK lmg.jpg|thumb|none|450px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:rpk74m.jpg|thumb|none|450px|An actual RPK-74M with 45-round box magazine for comparison - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-RPK-1.jpg|thumb|none|600px|Blackburn holds an RPK equipped with a Kobra reflex sight during &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-RPK-2.jpg|thumb|none|600px|Blackburn looks down at an RPK on the ground; note the lack of a rail under the handguard. Despite this, it can still mount a RIS foregrip.]]&lt;br /&gt;
[[Image:BF3-RPK-3.jpg|thumb|none|600px|Reloading an RPK fitted with an odd aftermarket bipod; the real RPK bipod is fixed just behind the front sight and folds backwards. This bipod is actually shorter than the magazine and therefore would not be particularly useful.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[Enfield L86A1]] is a weapon added as a part of the ''Close Quarters'' DLC. In game it's named the &amp;quot;L86A2&amp;quot; and features a 45+1 magazine, despite being modelled with a 30 round one. Like in [[Call of Duty: Modern Warfare 2]] its rear foregrip is unused. In game it handles much like the L85A2. Its low rate of fire is balanced by its low recoil. It comes with a bipod by default.&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|Enfield L86A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:bf3 l86a2 idle.jpg|thumb|600px|none|The &amp;quot;L86A2&amp;quot; idle. Unlike the L85A2, the dovetail mount is used for all sights.]]&lt;br /&gt;
[[file:bf3 l86a2 reload.jpg|thumb|600px|none|Removing an empty magazine]]&lt;br /&gt;
[[File:bf3 l86a2 bolt.jpg|thumb|600px|none|Slapping the bolt release to chamber a new round]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
===MG36===&lt;br /&gt;
Despite the fact that BF3's &amp;quot;MG36&amp;quot; is a hybrid of G36 variants, a configuration correct for an actual MG36 appears on the Dog Tag the player is awarded with for getting 500 kills with it.&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
Unusually, Recon players can opt for low-magnification optics, unmagnified reflex/red-dot sights, or even iron-sights in lieu of the standard high-magnification optics.&lt;br /&gt;
&lt;br /&gt;
==Barrett M98B==&lt;br /&gt;
The [[Barrett M98B|M98B]] is the last bolt action unlocked. It is incredibly accurate and powerful, but is heavy and suffers from substantial sway unless a bipod is used. For balance reasons the magazine capacity is limited to 5 rounds instead of the real world's 10.&lt;br /&gt;
[[Image:0129481.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BF3-98B-2.jpg|thumb|none|600px|Good plan on the icon and world model.]]&lt;br /&gt;
[[Image:BF3-98B-1.jpg|thumb|none|600px|Blackburn uses an M98B with the bipod set up as he assaults the bank at the end of &amp;quot;Operation Guillotine.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-98B-3.jpg|thumb|none|600px|View through the Barrett M98 scope.]]&lt;br /&gt;
[[Image:BF3-98B-4.jpg|thumb|none|600px|Blackburn has M98B at the entrance to the basement of the bank.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M107]] is available in the game, however, DICE felt that the .50 caliber round it uses would either be overpowered if depicted properly, or feel useless if kept balanced, so they opted to simply not have it in multiplayer. It only appears in the singleplayer level &amp;quot;Kaffarov&amp;quot;, where player character Dmitri Mayakovsky acquires it due to a somewhat bizarre series of events that don't seem to play out quite the way they were intended to. Here, it is equipped with a thermal scope.&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|450px|Barrett M107 long range sniper rifle - .50 BMG.]]&lt;br /&gt;
[[Image:BF3-Barrett-1.jpg|thumb|none|600px|In the room ''before'' Dmitri Mayakovsky is actually supposed to get the M107, he acquires the M107 by approaching the door.]]&lt;br /&gt;
[[Image:BF3-Barrett-2.jpg|thumb|none|600px|On opening the door he finds an enemy sniper kindly carrying the M107 he already has, with the barrel pretending to be a bipod and the magazine very badly wanting to be the pistol grip.]]&lt;br /&gt;
[[Image:BF3-SV98-1.jpg|thumb|none|600px|&amp;quot;Thank you, I had no idea why I was carrying that.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-Barrett-3.jpg|thumb|none|600px|Dmitri Mayakovsky thanks the man by murdering him with his own SV-98 and proceeds onward, armed with the M107.]]&lt;br /&gt;
[[Image:Bf3 barrett m107 reloaded 1.jpg|thumb|none|600px|Down by the pool, Dmitri reloads his M107, changing out the magazine...]]&lt;br /&gt;
[[Image:Bf3 barrett m107 reloaded 2.jpg|thumb|none|600px|...then pulling on the charging handle.]]&lt;br /&gt;
[[Image:Bf3 barrett m107 world.jpg|thumb|none|600px|World model of the M107.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International AWM|Accuracy International AWM-F]] is included in the ''Back to Karkand'' expansion pack as the &amp;quot;L96&amp;quot; (the British designation of the Accuracy International Precision Marksman; the actual British designation of the AWM is L115A1/A3), and can be used by the Recon kit. True to its reputation, the gun is extremely accurate at long ranges, with minimal bullet drop allowing for precise headshots. Its ballistics are modeled after the L96A1's 7.62 NATO chambering rather the the AW Magnum's .338 Lapua.&lt;br /&gt;
&lt;br /&gt;
[[Image:Accuracy International AWM.jpg|thumb|none|400px|Accuracy International AWM-F - .300 Win Mag]]&lt;br /&gt;
[[File:AI AW G22.jpg|thumb|400px|none|G22 (AWM-F) - .300 Winchester Magnum]]&lt;br /&gt;
[[Image:BF3-L96-1.jpg|thumb|none|600px|AWM-F on the customise menu.]]&lt;br /&gt;
[[file:bf3 l96 idle.jpg|thumb|none|600px|The &amp;quot;L96&amp;quot; idle with iron sights. The front sight is from the G22, and is not removed when a scope is mounted. Also note the Airman camouflage.]]&lt;br /&gt;
[[file:bf3 l96 reload 1.jpg|thumb|none|600px|Pulling back the bolt to empty the chamber.]]&lt;br /&gt;
[[file:bf3 l96 reload 2.jpg|thumb|none|600px|Inserting a full magazine.]]&lt;br /&gt;
[[file:bf3 l96 reload 3.jpg|thumb|none|600px|Pushing the bolt back into place to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==MKEK JNG-90==&lt;br /&gt;
The [[MKEK JNG-90]] was included for the Recon class in the ''Close Quarters'' expansion pack. To acquire it, the player would have to complete an assignment.&lt;br /&gt;
[[Image:JNG-90.jpg|thumb|none|450px|MKEK JNG-90 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:bf3 jng idle.jpg|thumb|none|600px|The MKEK JNG-90 fitted with a Russian PKS-07 scope.]]&lt;br /&gt;
[[Image:bf3 jng reload1.jpg|thumb|none|600px|Pulling back the bolt]]&lt;br /&gt;
[[Image:bf3 jng reload2.jpg|thumb|none|600px|Inserting a new magazine]]&lt;br /&gt;
[[Image:bf3 jng reload3.jpg|thumb|none|600px|Pushing the bolt back into place. The JNG-90 seems to use the same reload animation as the L96.]]&lt;br /&gt;
&lt;br /&gt;
==M14 (in Sage chassis)==&lt;br /&gt;
An [[M14]] in a Sage chassis appears as a sniper rifle in the Recon class, though it is incorrectly referred to as the [[M39 Enhanced Marksman Rifle|M39 EMR]]. It is unlocked when the player receives 58,000 Co-Op Score.&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO, for comparison. Note the longer gas cylinder below the barrel.]]&lt;br /&gt;
[[Image:BF3-M39-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M14 rather curiously equipped with a Russian PK-AS optic as he looks around Kaffarov's villa. He might be a bad guy, but he sure knows how to keep the place neat.]]&lt;br /&gt;
[[Image:Rrt877 ebr reloading.jpg|thumb|none|600px|The player character in multiplayer simultaneously reloads the M14 and demonstrates that ''Battlefield 3'' does not necessary require you to have a sniper scope on your sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5==&lt;br /&gt;
The [[M40A5 Sniper Rifle]] is the second bolt-action rifle unlocked for the Recon class. It has lower muzzle velocity than the other bolt-action rifles, but benefits from the fastest cycle time between shots and moderately low sway.&lt;br /&gt;
[[Image:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M40-1.jpg|thumb|none|600px|Blackburn holds a suppressed M40A5 fitted with an IR scope during the mission &amp;quot;Night Shift.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==HK417==&lt;br /&gt;
The Heckler and Koch [[HK417]] is added in the ''Close Quarters'' expansion pack. Much like the HK53 and the HK416, it lacks the 'HK' prefix and is instead called the M417 in game. It's limited to semi-automatic fire in game and features a 20 round magazine. In game it performs as a hybrid of the Mk11/M39/SVD and the SKS. It has the damage of the MK11/M39/SVD with the capacity of the SKS and a rate of fire that's inbetween the two. It has manageable recoil, and comes with a 8x scope by default. It comes correctly equipped with early-production 20-round HK417 magazines, but are colored grayish instead of transparent. This can be easily seen by looking at the magazine while crawling. &lt;br /&gt;
[[Image:HK417_20MOD.jpg|thumb|450px|none|Heckler &amp;amp; Koch 417 with 20&amp;quot; barrel, Leupold Mark 4 scope, and Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:bf3 m417 idle.jpg|thumb|600px|none|The &amp;quot;M417&amp;quot; idle, equipped with an 8x scope. Like M27 and HK416, the backside of the charging handle is modeled completely solid.]]&lt;br /&gt;
[[Image:bf3 m417 reload1.jpg|thumb|600px|none|The &amp;quot;M417&amp;quot; with its magazine removed]]&lt;br /&gt;
[[Image:bf3 m417 reload2.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[Image:bf3 m417 bolt.jpg|thumb|600px|none|Slapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] appears in BF3 under the name Mk 11 Mod 0, its designation in SOCOM. It is found occasionally in the single-player campaign. It is the default rifle for the US Recon kit in multiplayer, outfitted by standard with a 8x rifle scope.&lt;br /&gt;
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-Mod11-1.jpg|thumb|none|600px|Blackburn holds a scoped Mk 11 Mod 0 during the mission &amp;quot;Operation Swordbreaker&amp;quot;.]]&lt;br /&gt;
[[Image:BF3-Mod11-2.jpg|thumb|none|600px|Campo holds Mk 11 Mod 0 with a silencer and red-dot sight in the mission &amp;quot;Night Shift&amp;quot;.]]&lt;br /&gt;
[[Image:BF3-Mk 11-1.jpg|thumb|none|600px|A Marine sniper in multiplayer provides some overwatch with his scoped Mk 11 Mod 0.]]&lt;br /&gt;
[[Image:BF3-Mk 11-2.jpg|thumb|none|600px|After some successful hunting, he reloads his rifle...]]&lt;br /&gt;
[[Image:BF3-Mk 11-3.jpg|thumb|none|600px|...and hits the bolt-release. Note that the fire-selector is set to safe.]]&lt;br /&gt;
[[Image:Bf3 mk11 mod 0 world.jpg|thumb|none|600px|Icon and world model for the Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco NDM-86==&lt;br /&gt;
The .308 variant of the [[Norinco NDM-86]] returns from ''[[Battlefield Play4Free]]'', once again appearing as the ''[[SVD]]'' It is default for the Russian Recon Kit sporting a PKS-07 7x Scope by default, though the correct PSO-1 4x scope is the first attachment unlocked at only 10 kills.&lt;br /&gt;
[[Image:Ndm86.jpg|thumb|none|450px|Norinco NDM-86 - .308 Winchester/7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3 NorincoNDM Multi.jpg|thumb|none|600px|The player character in multiplayer holds an NDM-86 fitted with a PKS-07 scope.]]&lt;br /&gt;
[[File:BF3 SVD (1).jpg|thumb|none|600px|Aiming through a PSO-1 scope mounted on a NDM-86.]]&lt;br /&gt;
[[File:BF3 SVD (2).jpg|thumb|none|600px|Rocking in a magazine.]]&lt;br /&gt;
[[File:BF3 SVD (3).jpg|thumb|none|600px|Releasing the bolt (it properly locks back upon empty).]]&lt;br /&gt;
[[File:BF3 SVD (4).jpg|thumb|none|600px|Iron sights of the NDM-86, looking into a surreal artifact of the Xbox 360 version running on the Xbox One emulator.]]&lt;br /&gt;
&lt;br /&gt;
==QBU-88==&lt;br /&gt;
The [[QBU-88]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Recon kit.&lt;br /&gt;
[[Image:Qbu-88-0.jpg|thumb|none|450px|Norinco QBU-88 - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QBU88-1.jpg|thumb|none|600px|The QBU-88 on the customisation screen, note the game claims to it being chambered in 7.62x54R which has since been patched to show the correct 5.8x42mm ammuntion.]]&lt;br /&gt;
[[file:Bf3 Qbu 88 idle.jpg|thumb|none|600px|The QBU-88 Idle, fitted with a PKS-07 7x scope. Note the folded down iron sights (which are the default sight options), and that the scope seems more or less welded to the top of the receiver, which happens with all alternate sights.]]&lt;br /&gt;
[[file:bf3 qbu 88 reload.jpg|thumb|none|600px|Reloading. The character will first grab a new magazine, then pull out the dry one with the fresh one still in hand, then proceed to insert it, as seen here.]]&lt;br /&gt;
[[file:bf3 qbu 88 bolt.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M59/66 SKS==&lt;br /&gt;
The Yugoslavian M59/66 variant of the [[SKS]] appears in-game, with synthetic Tapco furniture and uses 20 round magazines. It can be identified as the Yugoslavian variant by the design of the front sight with an integrated grenade sight, and by its muzzle device. It is a good choice for close range compared to other Recon-class rifles due to its higher mobility/low weight, 20-round capacity and low recoil, at the cost of less hitting power and range.&lt;br /&gt;
[[Image:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
[[Image:BF3-SKS-1.jpg|thumb|none|600px|M59/66 SKS on the customise menu.]]&lt;br /&gt;
[[Image:BF3 SKS.jpg|thumb|none|600px|The player character in multiplayer holds an M59/66 SKS as he ponders if there might be a tank nearby.]]&lt;br /&gt;
[[File:BF3 SKS (1).jpg|thumb|none|600px|Iron sights of the SKS.]]&lt;br /&gt;
[[File:BF3 SKS (2).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF3 SKS (3).jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==SV-98==&lt;br /&gt;
The [[SV-98]] returns as the first unlockable bolt action rifle, with the best mobility and close-up performance among bolt-action rifles.&lt;br /&gt;
[[Image:SV98.jpg|thumb|none|450px|SV-98 with suppressor, bipod, carrying handle, and mirage band - 7.62x54mmR]]&lt;br /&gt;
[[Image:BF3-SV98-1.jpg|thumb|none|600px|During an extremely confusing QTE, an enemy sniper holds an SV-98.]]&lt;br /&gt;
[[Image:BF3 SV98.jpg|thumb|none|600px|SV-98 fitted with the unnamed 12x scope, without a bipod.]]&lt;br /&gt;
[[Image:BF3SV98reload.jpg|thumb|none|600px|Removing the spent magazine.]]&lt;br /&gt;
[[Image:Bf3SV-98bolt.jpg|thumb|none|600px|Closing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin|Javelin]] appears and can be used in either top-down or direct-fire modes, and obviously needs a lock to fire. In the campaign, Blackburn uses one during &amp;quot;Operation Guillotine;&amp;quot; here it has infinite ammunition. During the latter sequence, the Javelin is shown firing at absurdly short range; in real life it has a minimum range of around 250 feet.&lt;br /&gt;
[[Image:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[Image:BF3-Javelin-1.jpg|thumb|none|600px|Harassed by tanks during &amp;quot;Operation Guillotine,&amp;quot; Blackburn comes across his salvation in the form of an FGM-148 Javelin launcher.]]&lt;br /&gt;
[[Image:BF3-Javelin-2.jpg|thumb|none|600px|Blackburn holds the Javelin. Note the help text misidentifies it as a SMAW.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30==&lt;br /&gt;
If the M320 is mounted to a Russian weapon (namely the AEK-971, AK-74M, and AN-94) through the Underslung Rail attachment, it instead becomes a [[GP-30]]. It is correctly depicted firing VOG-25 caseless rounds, and the launcher is not flicked downwards to eject the spent casing as is common in first-person shooters.&lt;br /&gt;
[[File:GP-30.jpg|thumb|none|350px|GP-30 - 40mm]]&lt;br /&gt;
[[Image:GP-30BF3.jpg|thumb|none|600px|The GP-30 mounted on an newer model AEK-971]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is the standard grenade launcher of ''Battlefield 3''. The M320 can either be mounted on the rifle via the Underslung Rail attachment, or used in standalone. It can fire standard HE, buckshot, or smoke rounds. ''Close Quarters'' DLC added a &amp;quot;LVG&amp;quot; round for the M320; the name stands for &amp;quot;Low-velocity grenade&amp;quot; (and it does fly slower than the other grenade variants), but functionally the grenade is an HE grenade with a 3-second time fuze instead of an impact fuze, allowing it to bounce off walls.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|400px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[Image:BF3-M320-1.jpg|thumb|none|600px|Blackburn holds a standalone M320 at the start of &amp;quot;Operation Guillotine.&amp;quot; This appears to be randomly dropped by US infantry in this area.]]&lt;br /&gt;
[[Image:BF3-M320-2.jpg|thumb|none|600px|As usual for an FPS protagonist, Blackburn is of the &amp;quot;pick a random notch and use it like a regular iron sight&amp;quot; school of leaf sight use.]]&lt;br /&gt;
[[Image:BF3-M320-3.jpg|thumb|none|600px|Reloading the standalone M320; note the front grip visible and the fire selector always set to safe.]]&lt;br /&gt;
[[Image:BF3-M320-4.jpg|thumb|none|600px|Blackburn reloads the M320 mounted under his HK416. Note that here he is removing the &amp;quot;spent&amp;quot; round; there appears to only be one grenade round model, so the fired round is shown unfired.]]&lt;br /&gt;
&lt;br /&gt;
==Pansarskott m/86==&lt;br /&gt;
The Pansarskott m/86, a Swedish version of the [[M136 AT4]] with a folding front grip, appears in the hands of US Marines. The m/86 only appears in the Singleplayer campaign. It is incorrectly referred to as an &amp;quot;RPG&amp;quot;.&lt;br /&gt;
[[Image:Pskott86.jpg|thumb|none|400px|Pansarskott m/86, Swedish Army version of the M136 AT4 with folding foregrip - 84mm]]&lt;br /&gt;
[[Image:BF3-AT4-3.jpg|thumb|none|600px|Blackburn readies a Pansarskott m/86 as the squad try to take out a sniper hidden in a hotel. Note the rear sight: the larger 7mm peephole used here is only really supposed to be used in low visibility conditions, and under the clear conditions shown, the scythe-like &amp;quot;leaf blade&amp;quot; should be rotated to bring the 2mm peephole in line with the 7mm peephole.]]&lt;br /&gt;
[[Image:BF3-AT4-2.jpg|thumb|none|600px|The results of using it are fairly predictable. &amp;quot;Good effect on target!&amp;quot;]]&lt;br /&gt;
[[Image:BF3-AT4-1.jpg|thumb|none|600px|Throughout the campaign, Matkovic carries a Pansarskott m/86 on his back.]]&lt;br /&gt;
&lt;br /&gt;
==M224 Mortar==&lt;br /&gt;
At the start of &amp;quot;Operation Guillotine,&amp;quot; Blackburn is tasked with briefly carrying an [[M224 Mortar]] as he advances with his fellow Marines; here it cannot be used by the player, and is used by NPCs to fire illumination rounds during the night-time mission. In multiplayer it can be used by the Support class; the M224 in multiplayer has infinite ammunition and can fire smoke or HE rounds. In singleplayer, it is shown with no baseplate fitted, which would make it practically impossible to actually use.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar - 60mm]]&lt;br /&gt;
[[Image:BF3-M224-1.jpg|thumb|none|600px|Blackburn looks at the set-up M224, wondering when he can have a go.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The [[Mk 153 Mod 0 SMAW]] appears as the American Engineer's unguided rocket launcher.&lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[Image:BF3 SMAW.jpg|thumb|none|600px|The player wields the MK 153 SMAW as he prepares to dish out some disproportionate retribution on some tumbleweeds for giving him allergies.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7]] is featured as the Russian Engineer's unguided rocket launcher. It incorrectly shows it as 83 mm, which a PG-VL HEAT is 93 mm. &lt;br /&gt;
&lt;br /&gt;
The weapon's Battlelog description states that it fires &amp;quot;GP-7VL&amp;quot; rocket propelled grenades, presumably a corruption or a typo of PG-7VL, even though the in-game weapon uses PG-7V grenades. &lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BF3-RPG7-1.jpg|thumb|none|600px|Practically invisible in his well-planned cover position, an Iranian soldier with an RPG-7 plots his next move, apparently oblivious to the 70-ton American tank lurking close by.]]&lt;br /&gt;
[[Image:Rrt877 rpg.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Rrt877 rpg reloading.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SA-7 Grail==&lt;br /&gt;
The [[SA-7 Grail]] appears as the Russian Engineer's anti-air launcher, misnamed as an [[SA-18 Grouse]] (Russian: 9K38 Igla). As in the previous ''Battlefield'' games the name is given as &amp;quot;SA-18 Igla&amp;quot;, using the US designation, but the Russian nickname.&lt;br /&gt;
[[Image:800px-SA-7.jpg|thumb|none|450px|SA-7 Grail launcher and missile - 72mm]]&lt;br /&gt;
[[Image:BF3BL9K38.jpg|thumb|none|350px|In-game render of the SA-7.]]&lt;br /&gt;
[[Image:BF3 SA18 Multi.jpg|thumb|none|600px|The player character holds an SA-7 in multiplayer as he wonders whether a checkpoint office counts as a vehicle.]]&lt;br /&gt;
&lt;br /&gt;
==Training Set Guided Missile M134==&lt;br /&gt;
The &amp;quot;[[FIM-92 Stinger]]&amp;quot; in the game is actually an M134 training set with the rear-mounted performance indicator removed: it has &amp;quot;Tracking rainer&amp;quot; written on the gripstock unit (apparently referenced from a photograph where one T was not visible), a blue marking on the BCU well, and has a training battery that projects clear of the underside of the gripstock fitted instead of a normal BCU. It appears as the American Engineer's anti-air launcher. A Training Set with an infinite number of reloads is also found in the singleplayer mission &amp;quot;Rock and a Hard Place.&amp;quot; As is normal in videogames, the iron sight is depicted as a digital sight complete with lock-on target boxes.&lt;br /&gt;
&lt;br /&gt;
Amusingly, the &amp;quot;TRACKING RAINER&amp;quot; mark was later copied onto fake Stinger missiles fabricated by a group of Ukrainian separatist rebels, the Lugansk People's Republic, in 2015, who claimed these &amp;quot;weapons&amp;quot; were proof that the United States had been supplying military aid to the Ukrainian government.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134 Stinger.jpg|thumb|none|450px|Training Set Guided Missile M134, a tracking and acquisition training device for the FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[Image:Trainer-v-BCU.jpg|thumb|none|450px|Training Set Guided Missile M134 training battery compared to FIM-92 Stinger Battery Coolant Unit.]]&lt;br /&gt;
[[Image:BF3-Stinger-1.jpg|thumb|none|600px|Finding himself under attack from an Su-25 &amp;quot;Frogfoot&amp;quot; ground-attack plane, Blackburn searches the wreckage of an M1161 &amp;quot;Growler&amp;quot; ITV. Thankfully, the Stinger stunt double is apparently made of stronger stuff than the light vehicle which exploded with it inside. The weapon resting on its unfolded IFF antenna cannot be good for it. Note the training battery projecting from the bottom of the gripstock.]]&lt;br /&gt;
[[Image:BF3-Stinger-2.jpg|thumb|none|600px|Quickly grabbing the &amp;quot;Stinger&amp;quot;, Blackburn has one last look in completely the wrong direction...]]&lt;br /&gt;
[[Image:BF3-Stinger-5.jpg|thumb|none|600px|...before sighting up the Su-25 and locking on, struggling not to go blind.]]&lt;br /&gt;
[[Image:BF3-Stinger-3.jpg|thumb|none|600px|The Frogfoot, clearly taking the alleged Stinger extremely seriously, apparently decides to take its own life; while sometimes it will only start smoking after being hit, other times, as here, it will not even wait for the missile to hit it.]]&lt;br /&gt;
[[Image:BF3-Stinger-4.jpg|thumb|none|600px|Blackburn holds another &amp;quot;Stinger&amp;quot; as the Frogfoot manages one last dramatic flyby. &amp;quot;I regret nothing!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
===GL1===&lt;br /&gt;
The F2000's GL1 appears on the Dog Tag awarded for 100 kills with the F2000, mounted to the rifle.&lt;br /&gt;
&lt;br /&gt;
===M203===&lt;br /&gt;
The [[M203]] appears on three Dog Tags. The first is the Dog Tag awarded for 100 kills with the M320/GP-30 where it appears not mounted to anything, the second is the Dog Tag awarded for 500 kills with the M320/GP-30, where it appears mounted to an M16A1, and the third is the Dog Tag awarded for 100 kills with the HK416, mounted to the rifle, just like it was in the ''Bad Company'' series.&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==M15 Anti-Tank mine==&lt;br /&gt;
The [[M15 anti-tank mine]] can be used by the Engineer kit. In Multiplayer mines that are placed can only be destroyed with explosives, shooting them has no effect, however Explosive FRAG rounds fired from shotguns will detonate the mine. The mine is pressure activated, meaning only something heavy like a vehicle will set it off, infantry running across will not detonate it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[Image:BF3 ATMine Multi.jpg|thumb|none|600px|The player ponders the idea of putting AT mines inside a tire and rolling them toward a tank.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
[[M18A1 Claymore]] anti-personnel mines can also be used by the Support kit. They are detonated by motion in front of the mine instead of the real Claymore's command detonation.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BF3 M18 Claymore.jpg|thumb|none|600px|The M18A1 Claymore in the hands of a US support.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the primary grenade seen in ''Battlefield 3'', used by all factions. Instead of a grenade indicator, the body of the grenade flashes to make it more easily visible. Three grenades are carried in singleplayer. In multiplayer, every kit gets one as standard, but can equip two by using the &amp;quot;FRAG&amp;quot; specialization. There are two ways to throw grenades; either using a hotkey or by selecting the grenade as a weapon. The hotkey tosses the grenade instantly then switches back to the previously equipped weapon. Selecting the grenade manually allows multiple grenades to be thrown one after the other, and also allows the pin to be pulled and the grenade prepared for tossing - though as the spoon is held down, this does not actually &amp;quot;cook&amp;quot; the grenade's fuse.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[Image:BF3-M67-1.jpg|thumb|none|600px|Blackburn readies an M67 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
Blackburn uses an [[M84 stun grenade]] to disorient a group of PLR fighters at the bottom of an elevator shaft.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|M84 stun grenade]]&lt;br /&gt;
[[Image:BF3-Flashbang-1.jpg|thumb|none|600px|Blackburn, after managing not to fall to his death while rappelling down an elevator, readies an M84 &amp;quot;flashbang&amp;quot; grenade.]]&lt;br /&gt;
[[Image:BF3-Flashbang-2.jpg|thumb|none|600px|Blackburn throws the grenade. This frame and the next both show that, in common with many modern shooters, the thrown model is the same as the &amp;quot;in world&amp;quot; model for this grenade and so the safety lever is still attached.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AT-14 Spriggan==&lt;br /&gt;
The [[AT-14 Spriggan]] appears in the game as the Russian counter to the American BGM-71 TOW mentioned below, and is also a secondary weapon on the BMP-2M APC.&lt;br /&gt;
[[Image:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BF3 Kornet (1).jpg|thumb|none|600px|The AT-14 at an intersection on Caspian Border.]]&lt;br /&gt;
[[File:BF3 Kornet (2).jpg|thumb|none|600px|Aiming the ATGM.]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] appears in the game as an emplaced anti-tank missile launcher for the US faction.&lt;br /&gt;
[[Image:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[Image:Bf3 GM-71 TOW in Game 1.jpg|thumb|none|600px|The player character in multiplayer tracks down a TOW launcher.]]&lt;br /&gt;
[[Image:Bf3 GM-71 TOW in Game 2.jpg|thumb|none|600px|Another view of the same launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] heavy machine gun appears in the game mounted on vehicles, including M1A2 Abrams tanks. In terms of gameplay, the M2HB behaves more like a medium machine gun, requiring three or four shots to kill infantry, and dozens to disable a vehicle. In multiplayer, M1 tanks can be fitted with an M2HB mounted above the main cannon. When mounted like this, the M2's rate of fire slows to about 400rpm but gains a damage bonus that puts its power more in line with its real life counterpart. These changes were likely made to keep heavy machine guns from being overly powerful compared to other weapons.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BF3-M2-1.jpg|thumb|none|600px|At the end of &amp;quot;Uprising,&amp;quot; Blackburn takes control of an M2HB mounted on a Humvee as he defends a landing zone until a V-22 Osprey can extract the scattered Marines.]]&lt;br /&gt;
[[Image:BF3-M2-2.jpg|thumb|none|600px|Near the end of &amp;quot;Thunder Run,&amp;quot; Sergeant Jonathan Miller mans his tank's .50 cal. It seems in the game's fiction the US Marine Corps has upgraded their Abrams tanks, since Anvil 3 is an M1A2, currently used only by the US Army. Note the TUSK gunshields for the missing loader's M240 are instead fitted to the M2.]]&lt;br /&gt;
[[Image:BF3-M2-3.jpg|thumb|none|600px|A M2HB mounted on M1161 &amp;quot;Growler&amp;quot; ITV.]]&lt;br /&gt;
&lt;br /&gt;
==DShK heavy machine gun (mounting)==&lt;br /&gt;
Mountings for the [[DShK heavy machine gun]] can be seen on Iranian Type-72Z main battle tanks, modernised versions of the Russian T-55. These tanks seem to have been modelled from museum display vehicles, since the gun itself is missing from the mounting.&lt;br /&gt;
[[Image:DShKM-vehicle-mount.jpg|thumb|none|450px|DShKM heavy machine gun in standard vehicle mounting on a Romanian TR-85 main battle tank - 12.7x108mm]]&lt;br /&gt;
[[Image:BF3-DShK-1.jpg|thumb|none|600px|An Iranian Type-72Z shows off the DShK it conspicuously does not have. Note the border at the edge of the screenshot is authentic, intended to display the edge of the Abrams' display screen as the vehicle moves around.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-8/A Avenger==&lt;br /&gt;
The [[General Electric GAU-8/A Avenger]] appears in the game as the secondary armament of the A-10 Thunderbolt II ground attack jet. The A-10 is not playable during campaign mode, but can be piloted in certain multiplayer maps, wherein the A-10's GAU-8/A is devastating against soft targets caught in the open.&lt;br /&gt;
[[Image:GAU-8A.jpg|thumb|450px|none|GAU-8/A Avenger complete with feed system and 1,174 round drum - 30x173mm]]&lt;br /&gt;
[[Image:BF3-GAU-1.jpg|thumb|none|600px|Jennifer Hawkins looks out at an A-10 Thunderbolt II armed with a GAU-8/A during the mission &amp;quot;Going Hunting.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-GAU-2.jpg|thumb|none|600px|Later in the mission Hawkins gets to call in gun runs from the A-10, here shown on thermal imaging.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
The [[GE M134 Minigun]] is seen mounted on AH-6 Little Birds in both single and multiplayer.&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M134-1.jpg|thumb|none|600px|An AH-6 &amp;quot;Little Bird&amp;quot; opens fire with its M134 minigun. Note that tracers are treated as solid by the engine, meaning the underside of what should be a bright light source is shown in shadow here. This is only really visible in stills.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-17/A==&lt;br /&gt;
Two [[GAU-17/A]] miniguns are mounted on the sides of UH-1Y helicopters and the Russian faction's Kamov Ka-60 helicopter.&lt;br /&gt;
[[Image:GAU-17A HH60.jpg|thumb|none|400px|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-GAU17-1.jpg|thumb|none|600px|A GAU-17/A can be seen mounted on Kaffarov's private helicopter as Dmitri Mayakovsky dangles from it. Note it has no ammo feed.]]&lt;br /&gt;
[[File:BF3 Minigun (1).jpg|thumb|none|600px|Operating the Venom-mounted GAU-17/A. Note the flight suit gloves.]]&lt;br /&gt;
[[File:BF3 Minigun (2).jpg|thumb|none|600px|Looking at an idle Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-1==&lt;br /&gt;
The [[Gryazev-Shipunov GSh-30-1]] appears in the game as the secondary armament of the Su-35BM Flanker-E fighter jet.&lt;br /&gt;
[[Image:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt 30mm]]&lt;br /&gt;
[[Image:BF3-MiG-3.jpg|thumb|none|600px|During the mission &amp;quot;Going Hunting,&amp;quot; Hawkins faces several Su-35BM Flanker-E aircraft, incorrectly referred to throughout as &amp;quot;MiGs.&amp;quot; This error is only present in the text in this mission; they are correctly named elsewhere in the game.]]&lt;br /&gt;
[[Image:BF3-MiG-1.jpg|thumb|none|600px|Chased by ''Shark 4-6'', one Su-35BM decides to show off with Pugachev's Cobra manoeuvre...]]&lt;br /&gt;
[[Image:BF3-MiG-2.jpg|thumb|none|600px|...giving Hawkins a nice look at its missile armament.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
The [[Gryazev-Shipunov GSh-30-2]] appears in the game as the secondary armament of the Su-25TM (Su-39) Frogfoot ground attack jet.&lt;br /&gt;
[[Image:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
[[Image:BF3-Frogfoot-1.jpg|thumb|none|600px|A Su-39 Frogfoot ground attack aircraft flies over as Blackburn finds himself between Iraq and a hard place.]]&lt;br /&gt;
[[Image:BF3-Frogfoot-2.jpg|thumb|none|600px|It soon returns for a series of gun runs as Blackburn has to move from cover to cover to find a Stinger. The Frogfoot here is basically firing a death ray with a deadzone around pieces of cover; moving out of cover is instant death during the time that counts as its attack even if it has already flown overhead and stopped firing.]]&lt;br /&gt;
&lt;br /&gt;
==Kord==&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on the T-90A tank, Russian army buggies and Vodniks, and a number of technicals. It behaves very similarly to the [[Browning M2HB]] heavy machine gun: more in line with a medium machine gun, and can be mounted on a T-90 with a lowered rate of fire but higher shot-for-shot damage.&lt;br /&gt;
[[Image:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[Image:BF3-Kord-3.jpg|thumb|none|600px|Blackburn looks over a Kord machine gun mounted on a technical.]]&lt;br /&gt;
[[Image:BF3-Kord-1.jpg|thumb|none|600px|He soon discovers the hard way that manning a Kord during an earthquake is a bad idea.]]&lt;br /&gt;
[[Image:BF3-Kord-2.jpg|thumb|none|600px|A T-90 MBT opens fire with its main gun, the massive muzzle flash illuminating the commander's Kord heavy machine gun. The tank is used by the Iranian Army, presumably supposed to have been purchased at some point between the game's release in 2011 and the distant future setting of 2014 when the storyline takes place. Real-life Iran apparently did not get the memo and still does not operate the T-90.]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
The [[M61 Vulcan]] appears in the game as the secondary armament of the F/A-18E and F/A-18F Super Hornet fighter jets. M61s are also seen in Phalanx installations on American warships, and in multiplayer the US base is protected by a land-based Phalanx C-RAM installation. It should be noted that the game's campaign mode incorrectly shows the Hornet's M61A1 as being operated by the WSO, when in reality the gun is operated by the pilot.&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|M61 Vulcan - 20mm]]&lt;br /&gt;
[[Image:Phalanx.jpg|thumb|none|400px|Phalanx CIWS - 20mm]]&lt;br /&gt;
[[Image:C-RAM_3.JPG|thumb|none|400px|Land-based Phalanx C-RAM mounting on a mobile trailer - 20mm]]&lt;br /&gt;
[[Image:BF3-M61-2.jpg|thumb|none|600px|In the mission &amp;quot;Gone Hunting&amp;quot; the player character is Lieutenant Jennifer Hawkins, WSO of an F/A-18F &amp;quot;Super Hornet&amp;quot; callsign ''Shark 4-6'' assigned to CVN-77 USS ''George H.W. Bush''.]]&lt;br /&gt;
[[Image:BF3-Phalanx-1.jpg|thumb|none|600px|Hawkins climbs up to the deck of the USS ''George H.W. Bush'', spotting the USS ''Ford'' (FFG-54), an ''Oliver Hazard Perry''-class frigate in the distance. This incorrectly mounts bow and stern Phalanx installations; while a later block upgrade added a forward gun over the removed SM-1 missile launcher of nine of the ''Perry''-class, this is a Mk 38 Mod 2 (a remote-controlled navalised [[M242 Bushmaster chaingun]]), not a second Phalanx.]]&lt;br /&gt;
[[Image:BF3-M61-1.jpg|thumb|none|600px|The two Hornets ''Shark 4-2'' and ''Shark 4-6'' overfly the US fleet, giving plenty of glimpses of Phalanx installations on the various ships.]]&lt;br /&gt;
[[Image:BF3-C-RAM.jpg|thumb|none|600px|A close up look at a land-based Phalanx C-RAM in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] appears in the game as the secondary armament of the AH-1Z Viper attack helicopter.&lt;br /&gt;
[[Image:M197Gatling.jpg|thumb|none|400px|M197 Vulcan - 20mm]]&lt;br /&gt;
[[Image:BF3-M197-1.jpg|thumb|none|600px|Miller looks up at a pair of friendly AH-1Z Vipers during the mission &amp;quot;Thunder Run.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-M197 Vulcan-1.jpg|thumb|none|600px|A closer look at an AH-1Z Viper's M197 Vulcan cannon.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-12/U==&lt;br /&gt;
The [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] is the main gun on the LAV-AD in multiplayer. It should be noted that the LAV-AD itself is technically anachronistic as it has been removed from service.&lt;br /&gt;
&lt;br /&gt;
The GAU-12/U is also mounted on the AC-130 gunship. Interestingly, two additional 25mm guns are mounted to the top of the AC-130 as AA guns.&lt;br /&gt;
[[Image:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U with unfired rounds - 25mm]]&lt;br /&gt;
[[Image:BF3-GAU-12U.jpg|thumb|none|600px|A GAU-12/U mounted on an LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-22/A==&lt;br /&gt;
The [[General Dynamics GAU-12/U#GAU-22/A|GAU-22/A]] appears in the game as the secondary weapon of F-35B Lightning II aircraft in the Back to Karkand DLC that is available in the revamped versions of Gulf of Oman and Wake Island. It is erroneously portrayed being mounted in a nacelle over the left side air intake; this is the case for the Air Force's F-35A while the B and C variants mount the GAU-22/A in an underslung external pod.&lt;br /&gt;
[[Image:F-35 GAU-22A.jpg|thumb|none|400px|GAU-22/A - 25mm]]&lt;br /&gt;
&lt;br /&gt;
==M240C==&lt;br /&gt;
The [[M240C]] machine gun is coaxially mounted on the M1A2 Abrams MBT.&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|450px|M240C machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M240C-1.jpg|thumb|none|600px|Miller runs back towards the tank column after retrieving the &amp;quot;clicker&amp;quot; trigger for an M58 Mine Clearing Line Charge.]]&lt;br /&gt;
&lt;br /&gt;
==M242 Bushmaster==&lt;br /&gt;
The [[M242 Bushmaster chaingun]] is the main gun of the LAV-25.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[Image:BF3-LAV-1.jpg|thumb|none|600px|Blackburn and his fellow Marines get out of their own LAV-25 and look over someone else's at the start of &amp;quot;Operation Swordbreaker.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-LAV-2.jpg|thumb|none|600px|Blackburn looks over another LAV-25 during the mission &amp;quot;Rock and a Hard Place.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is seen mounted on M1114 Humvees and AAVP7A1 amphibious transports.&lt;br /&gt;
[[Image:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BF3-Mk19-1.jpg|thumb|none|600px|Miller looks over an AAVP7A1, mounting an M2HB and a Mark 19 grenade launcher in the commander's mini-turret.]]&lt;br /&gt;
[[File:BF3 Mk19 (1).jpg|thumb|none|600px|Manning the Mark 19 on the &amp;quot;Phoenix&amp;quot;, a post-apocalyptic Humvee that is part of the ''Aftermath'' DLC. Note the lack of hands and any ammo.]]&lt;br /&gt;
[[File:BF3 Mk19 (2).jpg|thumb|none|600px|Looking at the Mk 19 with a SCAR-L rather ridiculously equipped with a 12x scope.]]&lt;br /&gt;
&lt;br /&gt;
==QLZ-87==&lt;br /&gt;
The [[Norinco QL-series grenade launchers|Norinco QLZ-87]] appears in the ''Aftermath'' DLC, mounted on the Russian &amp;quot;Barsuk&amp;quot; (Badger) modification of the GAZ 3937 Vodnik truck. &lt;br /&gt;
[[image: QLZ87Light.jpg|thumb|none|400px|Norinco QLZ-87 - 35x32mm]]&lt;br /&gt;
[[File:BF3 QLZ87 (1).jpg|thumb|none|600px|Operating the &amp;quot;gangsta style&amp;quot; pistol grip of the QLZ-87 on the ramshackle GAZ 3937. The scope is not usable.]]&lt;br /&gt;
[[File:BF3 QLZ87 (2).jpg|thumb|none|600px|The QLZ, unmanned.]]&lt;br /&gt;
&lt;br /&gt;
==PKT==&lt;br /&gt;
The [[PKT]] machine gun is coaxially mounted on the T-90A and T-72 MBTs.&lt;br /&gt;
[[Image:Machine gun PKT.jpg|thumb|none|450px|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
[[Image:BF3-T72-1.jpg|thumb|none|600px|Miller gets a little ''too'' close to an Iranian T-72. The coaxial gun on the T-72 is mounted to the right of the main gun; the view is blocked from most angles (including this one) by the searchlight mounted next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Shipunov 2A42==&lt;br /&gt;
The [[Shipunov 2A42]] appears in the game as the main gun of the BMP-2M and BTR-90 APCs, and the secondary armament of the Mi-28 Havoc helicopter.&lt;br /&gt;
[[Image:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 - 30mm]]&lt;br /&gt;
[[Image:BF3-Shipunov-1.jpg|thumb|none|600px|Blackburn advances on a BMP-2M during &amp;quot;Rock and a Hard Place,&amp;quot; the IFV seemingly oblivious to his dastardly rocket-launching ambitions.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Battlefield_3&amp;diff=1306795</id>
		<title>Battlefield 3</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Battlefield_3&amp;diff=1306795"/>
		<updated>2019-11-07T17:44:40Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* &amp;quot;93R&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Battlefield 3&lt;br /&gt;
|picture=Battlefield 3 (2011) cover.jpg&lt;br /&gt;
|caption=PC Boxart&lt;br /&gt;
|series=[[Battlefield]]&lt;br /&gt;
|date=2011&lt;br /&gt;
|developer=DICE&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&lt;br /&gt;
|publisher=EA&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[file:Battlefield-3-back-to-karkand-pc-boxart.jpg|thumb|right|320px|''Battlefield 3: Back to Karkand'' (2011) DLC.]]&lt;br /&gt;
[[file:Battlefield-3-close-quarters-dlc-cover-hd.jpg|thumb|right|320px|''Battlefield 3: Close Quarters'' (2012) DLC.]]&lt;br /&gt;
[[file:Battlefield 3 armored kill.jpg|thumb|right|320px|''Battlefield 3: Armored Kill'' (2012) DLC.]]&lt;br /&gt;
[[file:Battlefield-3-aftermath-cover.jpg|thumb|right|320px|''Battlefield 3: Aftermath'' (2012) DLC.]]&lt;br /&gt;
[[file:Bf3 EndGame.jpg|thumb|right|320px|''Battlefield 3: End Game'' (2013) DLC.]]&lt;br /&gt;
&lt;br /&gt;
'''''Battlefield 3''''' (also known as '''''BF3''''') is the twelfth installment of the ''[[Battlefield]]'' series. The game was developed by the Swedish company Digital Illusions Creative Entertainment (DICE) and published by Electronic Arts in 2011 for the PC, PS3 and Xbox 360. The game is powered by the proprietary Frostbite 2 engine, a further development of the engine used in the ''Bad Company'' games.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Battlefield 3'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Unlike earlier DICE games like ''[[Battlefield: Bad Company 2]]'' and ''[[Medal of Honor (2010)|Medal of Honor]]''&amp;lt;nowiki&amp;gt;'&amp;lt;/nowiki&amp;gt;s multiplayer, weapons in ''Battlefield 3'' correctly track + 1 in the chamber and have correct chambering reload animations during empty reloads.&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta M9==&lt;br /&gt;
In the beginning of the single-player mission &amp;quot;Semper Fidelis&amp;quot; and &amp;quot;The Great Destroyer&amp;quot;, Blackburn acquires a [[Beretta M9]]. It can also be seen holstered on some US Marine throughout the single-player campaign. In multiplayer it is the starting handgun for US forces. In multiplayer, Players can unlock additional M9's outfitted with a Tactical Light and a Sound Suppressor separately as they level (rank) up.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[Image:BF3-M9-1.jpg|thumb|none|600px|Blackburn holds an M9 at the start of the introductory mission &amp;quot;Semper Fidelis.&amp;quot; This one of only two times in the entire campaign the player character has a sidearm.]]&lt;br /&gt;
[[Image:BF3-M9-4.jpg|thumb|none|600px|Iron sights of the Beretta M9.]]&lt;br /&gt;
[[Image:Bf3 m9 latarka reloading 1.jpg|thumb|none|600px|The player character in multiplayer reloads a Beretta M9 fitted with a flashlight.]]&lt;br /&gt;
[[Image:Bf3_M9_suppressed.jpg|thumb|none|600px|The M9 with a suppressor. Different classes of weapon use different suppressor models, but those models are shared among the weapons of that class. The only exceptions to this are the G3A3 and SCAR-H CQC, which use the same model as the sniper rifles because of their caliber.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;93R&amp;quot;===&lt;br /&gt;
The [[Beretta M9|M9]]'s model is also modified to be the [[Beretta 93R|&amp;quot;93R&amp;quot;]] in the game. The weapon is given a 93R's muzzle brake and folding foregrip, as well as being able to fire 3-round bursts, and uses 20 round magazines, can be unlocked as a sidearm in Co-Op requiring a 86,000 Co-Op Score.&lt;br /&gt;
[[Image:Beretta92FS ExtR.jpg|thumb|none|400px|Beretta 92FS rendered with extended barrel and magazine to resemble the Beretta 93R - 9x19mm Parabellum]]&lt;br /&gt;
[[file:Beretta93-1-.jpg|thumb|none|400px||An actual Beretta 93R for comparison - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:Bf3 93r holding.jpg|thumb|none|600px|The Beretta is incorrectly depicted in-game.]]&lt;br /&gt;
[[File:Bf3 Beretta 93R aim.jpg|thumb|none|600px|Iron sights of the Beretta.]]&lt;br /&gt;
[[Image:Bf3 93r slide locked.jpg|thumb|none|600px|Better look at the Beretta.]]&lt;br /&gt;
[[Image:Bf3 93r reloading 2.jpg|thumb|none|600px|After replacing the magazine he operates the slide release; note the projecting base of the 20-round magazine and the two-handed grip used with this weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
The [[Glock 17]] is shown in an official screenshot for the Battlelog. Called &amp;quot;G17C&amp;quot;, although it is modeled after a standard Glock 17 as there are no compensator cuts on the top of the slide. It comes standard with a laser sight, while a variant that has both a laser sight and a suppressor is available as a later unlock. It is the only handgun that lets you equip two attachments at a time without either being a DICE developer, or having a certain DLC package. Also, all of the US Assault kit soldiers have a G17 in a chest holster in addition to whatever their selected sidearm is, and this G17 does not have a laser.&lt;br /&gt;
[[Image:Glock173rdGen.jpg|thumb|none|350px|A Generation 3 Glock 17 - 9x19mm]]&lt;br /&gt;
[[File:Bf3 Glock 17 holding.jpg|thumb|none|600px|The player character holding a Glock 17 fitted with a laser sight.]]&lt;br /&gt;
[[File:Bf3 Glock 17 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:Bf3 glock 17 laser reloading 1.jpg|thumb|none|600px|Reloading the Glock 17.]]&lt;br /&gt;
[[Image:BF3-Glock-1.jpg|thumb|none|600px|A dead PLR soldier with a Glock 17 at his side.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 18==&lt;br /&gt;
The third generation [[Glock 18]] appears as the &amp;quot;G18&amp;quot;. It has an extended magazine base that gives it a 19 round capacity. Interestingly enough in the beta, the suppressed Glock 18 is unlocked before the standard unsuppressed variant (though this has been fixed in the regular game and the unsuppressed version is unlocked at Rank 30 with the suppressed variant unlocked at 41). Note that the Battlelog picture (seen below) lacks a fire selector, but is actually different than that G17's picture. This is most likely because it is from an early build of the game, as it appears correctly in-game. It is an incredibly effective sidearm in close quarters, but is useless at medium range and beyond unless burst fired.&lt;br /&gt;
[[File:Glock18 Gen3.jpg|thumb|none|350px|Glock 18 (3rd Generation) - 9x19mm]]&lt;br /&gt;
[[File:BF3BLG18.jpg|thumb|none|600px|G18 Battlelog render.]]&lt;br /&gt;
[[File:BF3 Glock 18 holding.jpg|thumb|none|600px|First-person view of the Glock 18.]]&lt;br /&gt;
[[File:BF3 Glock 18 aiming.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:BF3G18reload.jpg|thumb|none|600px|Reloading; note the fire selector.]]&lt;br /&gt;
&lt;br /&gt;
==MEU(SOC) Pistol==&lt;br /&gt;
The USMC variant of the M1911, the [[M45]], can be used if the player is a Battlefield Veteran or a member of the EA Gun Club. It is a standard M1911A1 with a three-hole trigger, a Springfield slide, commander-style hammer, beavertail grip safety, Pachmayr rubber grips, and uses 8 round magazines. It comes with additional variants that incorporate a Tactical Flashlight or Sound Suppressor. A variant with both aforementioned attachments (named ''M1911 S-TAC'') exist, but prior to the release of the ''End Game'' DLC, it was available only to DICE employees. For those with the DLC, a series of assignments need to be completed in order to unlock a final assignment, called &amp;quot;All about precision&amp;quot;. After completing it (which require 20 headshots with pistols), the pistol is unlocked.&lt;br /&gt;
[[File:Silver MEU.jpg|thumb|none|350px|MEU(SOC) Pistol - .45 ACP]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-1.jpg|thumb|none|600px|An American soldier with the MEU(SOC) pistol.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-5.jpg|thumb|none|600px|The tritium sights of the pistol. Here it's possible to see the lack of an ambidextrous safety.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-2.jpg|thumb|none|600px|The MEU(SOC) has its own unique reload animation, while all the other pistols use another generic animation. Here the magazine is ejected. Note the incorrect curved mainspring housing. Also note the A1 style safety, which is also incorrect.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-3.jpg|thumb|none|600px|Lining up a loaded magazine with the magwell. Note that the &amp;quot;MODEL 1911-A1&amp;quot; and &amp;quot;CAL.45&amp;quot; markings on the slide. This and the slanted serrations shows that it's a Springfield Armory made slide.]]&lt;br /&gt;
[[Image:BF3-MEU(SOC)-4.jpg|thumb|none|600px|A player character vaults over a fence with his MEU(SOC) pistol, appreciative of the fact that he actually has legs in this game.]]&lt;br /&gt;
&lt;br /&gt;
==MP-412 REX==&lt;br /&gt;
The [[MP-412 REX]] revolver returns from ''Bad Company'' and ''Bad Company 2'' as an unlockable sidearm that can only be unlocked by achieving a 5000 Co-Op Score. Unlike in ''Bad Company 2'', the top break cartridge ejector is seen in full effect actually ejecting spent rounds as opposed to &amp;quot;flicking&amp;quot; them out. It is considerably different by having a slightly faster rate of fire and being more effective at close range compared to its larger .44 cousin.&lt;br /&gt;
[[File:Mp-412-1.jpg|thumb|none|350px|MP-412 REX - .357 Magnum]]&lt;br /&gt;
[[File:Bf3 MP-412 REX holding.jpg|599px|thumb|none|The player character in multiplayer holds an MP-412 REX.]]&lt;br /&gt;
[[File:Bf3 MP-412 REX aim.jpg|thumb|none|600px|Iron sights of the MP-412 REX.]]&lt;br /&gt;
[[File:Bf3 MP412 reload 1.jpg|thumb|none|600px|Pictured: the automatic extractor in action. Not pictured: Antigravity field generator.]]&lt;br /&gt;
[[File:Bf3 MP-412 REX reloading 2.jpg|thumb|none|600px|Inserting new .357 Magnum rounds with a speedloader.]]&lt;br /&gt;
&lt;br /&gt;
==MP-443 Grach==&lt;br /&gt;
The [[MP-443 Grach]] returns from ''Bad Company 2'' and is the Russian faction's sidearm. In Multiplayer the player unlocks the Tactical Light and Sound Suppressor as they level up instead of by gaining kills with the weapon. Its 17-round capacity can be considered anachronistic, as Russian forces have switched to 18-round magazines in 2004.&lt;br /&gt;
[[Image:MP433Grach.jpg|none|thumb|350px|MP-443 Grach - 9x19mm]]&lt;br /&gt;
[[Image:BF3-MP443-1.jpg|thumb|none|600px|Vladimir uses his MP-443 as Bane, err one of Solomon's men, demonstrates how not to steal a car stereo.]]&lt;br /&gt;
[[Image:BF3-MP443-2.jpg|thumb|none|600px|Dmitri Mayakovsky holds his MP-443 on Blackburn as he tries to blame everything on a fire extinguisher.]]&lt;br /&gt;
[[File:Bf3 MP-443 Grach holding.jpg|thumb|none|600px|Holding the MP-443 Grach.]]&lt;br /&gt;
[[File:Bf3 MP-443 Grach aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Bf3 MP-443 Grach reloading 1.jpg|thumb|none|600px|Mid-magazine reload.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus Model 44==&lt;br /&gt;
The [[Taurus Model 44]] appears as an unlockable sidearm, and can be fitted with a scope. Appears as &amp;quot;.44 Magnum&amp;quot;, one of the few weapons in game that does not go by its proper name. In the campaign, the antagonist Solomon uses one as his personal sidearm. In multiplayer, a variant with a PK-A scope is fittingly unlocked at Rank 44. It has a slow rate of fire, but is a powerful weapon.&lt;br /&gt;
[[Image:Taurus 44.jpg|thumb|none|400px|Taurus Model 44 with 6&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:BF3-Taurus44-1.jpg|thumb|none|600px|Solomon aims his Taurus Model 44 at Blackburn during the introductory level. Visible in the full-sized image is what appears to be an empty speedloader hovering in mid-air behind the weapon, just above Solomon's wrist.]]&lt;br /&gt;
[[Image:BF3-Taurus44-2.jpg|thumb|none|600px|Blackburn soon finds himself getting a closer look at the barrel.]]&lt;br /&gt;
[[Image:BF3-Taurus44-3.jpg|thumb|none|600px|Prior to the start of &amp;quot;Uprising,&amp;quot; Solomon is seen aiming his Taurus at an injured Marine.]]&lt;br /&gt;
[[File:Bf3 Taurus Model 44 holding.jpg|thumb|none|600px|FPS view of the &amp;quot;.44 Magnum&amp;quot;.]]&lt;br /&gt;
[[File:BF3 .44 reload (1).jpg|thumb|none|600px|Ejecting spent shells from the cylinder of a scoped Taurus Model 44.]]&lt;br /&gt;
[[File:BF3 .44 reload (2).jpg|thumb|none|600px|Using the speed loader to reload.]]&lt;br /&gt;
[[File:BF3 .44 reload (3).jpg|thumb|none|600px|Closing the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
A large number of weapons appear on dog tags associated with a similar weapon, weapon of the same family, weapon of the same category, or in a few cases, weapons that make no sense at all. As there are so many, the weapons found '''only''' on dog tags have been placed in their own category at the bottom of each class of weapon. This is to avoid confusion as to which weapons are actually in the game and which ones are only pictures.&lt;br /&gt;
[[Image:Battlefield 3 DogTag Pistols.jpg|thumb|none|599px|Dog Tag Pistols.]]&lt;br /&gt;
Beretta &amp;quot;93R&amp;quot; Dog Tag 100/500 kill - [[Beretta 93R]] / Fake [[Beretta M9|&amp;quot;92R&amp;quot;]]&amp;lt;br&amp;gt;&lt;br /&gt;
Beretta M9 Dog Tag 100/500 kill - [[Beretta M9]] / [[Beretta M9]]&amp;lt;br&amp;gt;&lt;br /&gt;
Beretta M9 Suppressed Dog Tag 100/500 kill - [[Beretta M9]] / [[Beretta M9]]&amp;lt;br&amp;gt;&lt;br /&gt;
Glock 17 Dog Tag 100/500 kill - [[Glock 17]] / [[Glock 17]]&amp;lt;br&amp;gt;&lt;br /&gt;
Glock 18 Dog Tag 100/500 kill - [[Glock 18]] / [[Glock 18]]&amp;lt;br&amp;gt;&lt;br /&gt;
MEU (SOC) Dog Tag 100/500 kill - [[M1911A1]] / [[M45|MEU (SOC)]]&amp;lt;br&amp;gt;&lt;br /&gt;
MP-442 REX Dog Tag 100/500 kill - [[MP-412 REX]] / [[MP-412 REX]]&amp;lt;br&amp;gt;&lt;br /&gt;
MP-443 Grach Dog Tag 100/500 kill - [[MP-443 Grach]] / [[MP-443 Grach]]&amp;lt;br&amp;gt;&lt;br /&gt;
MP-443 Grach Suppressed Dog Tag 100/500 kill - [[Makarov PB]] / [[MP-443 Grach]]&amp;lt;br&amp;gt;&lt;br /&gt;
Taurus Model 44 Dog Tag 100/500 kill - [[Taurus Model 44]] / [[Taurus Model 44]]&amp;lt;br&amp;gt;&lt;br /&gt;
Handgun Mastery Dog Tag Handgun Medal 1 Time - [[Single Action Army|Single Action Army 1873]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;toe2toe&amp;quot; Dog tag - [[Beretta M9]] / [[MP-443 Grach]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
Unlike previous games in the series, SMGs are all-class weapons, and not strictly limited to an Engineer/Spec Ops-type class.&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] boasts a large ammo capacity at 50+1, a high rate of fire, and excellent accuracy at the expense of suffering from low damage at long distance. The weapon is capable of being used by all four classes in multiplayer.&lt;br /&gt;
[[Image:FN_P90_Triple_Rail_(TR).jpg|thumb|none|400px|FN P90TR - 5.7x28mm]]&lt;br /&gt;
[[Image:BF3-P90-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a P90TR during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[File:BF3 P90 (1).jpg|thumb|none|600px|Aiming down the fictional default BUIS used on several weapons in ''Battlefield 3''.]]&lt;br /&gt;
[[File:BF3 P90 (2).jpg|thumb|none|600px|Reloading the P90.]]&lt;br /&gt;
[[File:BF3 P90 (3).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5KA4==&lt;br /&gt;
The [[MP5K|MP5KA4]] is added to BF3 via ''Close Quarters'' DLC, called M5K in BF3, comes standard with a 15 round magazine that incorrectly holds 20 rounds. However, the Extended Mags attachment gives it a 30 round magazine with the correct ammo count. Note that in Battlelog, its render is a MP5KN with the fire selector on safe, but in-game it is a MP5KA4 with the fire selector on full-auto. A correct three-round burst mode was added in a patch around the time of release for the ''Armored Kill'' expansion.&lt;br /&gt;
[[image:MP5KA4.jpg|thumb|none|400px|MP5KA4 - 9x19mm]]&lt;br /&gt;
[[file:bf3 m5k idle.jpg|thumb|none|600px|The &amp;quot;M5K&amp;quot; in ''Battlefield 3''.]]&lt;br /&gt;
[[File:Bf3 Heckler &amp;amp; Koch MP5KA4 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:bf3 m5k reload1.jpg|thumb|none|600px|Pulling the bolt back]]&lt;br /&gt;
[[file:bf3 m5k reload2.jpg|thumb|none|600px|Inserting a new magazine]]&lt;br /&gt;
[[file:bf3 m5k reload3.jpg|thumb|none|600px|Performing an HK slap]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[H&amp;amp;K MP7A1]] can be unlocked and used by any kit. It can use either a 20- or 40-round magazine. It must be unlocked in the Co-Op mode, requiring 34,000 Score. It does low damage to enemies, but has a very high rate of fire and manageable recoil to balance it out. An interesting thing to note is that this weapon has separate reload animations for the 20 and 40 round magazines (the 20 round magazine is dropped via the use of gravity, while the 40 round magazine is manually removed). The &amp;quot;reload-from-empty&amp;quot; animation on the MP7 has the player thumb an invisible bolt release, not reaching far enough to tab the lever.&lt;br /&gt;
[[Image:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[Image:BF3-MP7-4.jpg|thumb|none|600px|Blackburn holds an MP7A1 with suppressor, EOTech sight and 40-round extended magazine during the mission &amp;quot;Night Shift.&amp;quot; Note the BUIS are retained even with an optic added.]]&lt;br /&gt;
[[Image:BF3-MP7-1.jpg|thumb|none|600px|Blackburn loads a new 40-round magazine into his MP7A1 as he is menaced by a series of incomprehensible graffiti tags.]]&lt;br /&gt;
[[Image:BF3-MP7-2.jpg|thumb|none|600px|The 20-round magazine for the MP7A1 frequently glitches and fails to appear during the campaign; here in &amp;quot;The Great Destroyer&amp;quot; Blackburn reloads one with a large flash suppressor, IRNV scope and laser pointer...]]&lt;br /&gt;
[[Image:BF3-MP7-3.jpg|thumb|none|600px|...whereas earlier he just told his vanilla one to imagine it was full of bullets that were ''this'' big.]]&lt;br /&gt;
[[File:Bf3 Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|The default iron sights of the MP7 in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP|H&amp;amp;K UMP45]] can be used by all four classes, and has an ammo capacity of 25 + 1. The game correctly depicts the UMP's single / 2 round burst / full auto firing modes.&lt;br /&gt;
[[Image:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[Image:Rrt877 ump.jpg|thumb|none|600px|The UMP in multiplayer.]]&lt;br /&gt;
[[File:Bf3 Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[Image:BF3-UMP-1.jpg|thumb|none|600px|Blackburn reloads his UMP during &amp;quot;The Great Destroyer,&amp;quot; wondering why he didn't have it the first time he went through this section. Note the caution on the side of the weapon to read the owner's manual; while this makes some sense on this level where the UMPs are seen in the hands of terrorists, the warning is still present even in &amp;quot;Operation Guillotine&amp;quot; when the UMPs are used by the US military; military UMPs should not have it.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19 Bizon-2==&lt;br /&gt;
The [[Izhmash PP-19 Bizon|PP-19 Bizon-2]] is included in the ''Back to Karkand'' expansion pack, and can be used by any kit. The weapon features a slightly inaccurate magazine capacity of 54 rounds (+ 1 in the chamber), whereas the real life 9x19mm Parabellum helical magazine has a max capacity of 53. However, the PP-19 in-game is chambered in the 9x18mm Makarov, although the lower magazine capacity could very well be for balancing purposes, as DICE may have felt 64 rounds in an SMG would be a tad unfair. Also to note, the PP-19 is the only 9x18mm Makarov weapon in the game.&lt;br /&gt;
[[Image:Bizon9x18.jpg|thumb|none|400px|PP-19 Bizon-2 - 9x18mm Makarov]]&lt;br /&gt;
[[Image:BF3-PP19-1.jpg|thumb|none|600px|PP-19 Bizon-2 on the customise menu. Note that the 9x19mm caliber was changed to 9x18 in a patch.]]&lt;br /&gt;
[[file:bf3 bizon idle.jpg|thumb|none|600px|The PP-19 in idle, looking rather ridiculous with a PK-A 3x scope and an enormous flash suppressor.]]&lt;br /&gt;
[[file:bf3 bizon reload.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:bf3 bizon bolt.jpg|thumb|none|600px|Pulling the bolt to chamber a new round.]]&lt;br /&gt;
[[File:BF3 PP19 ads.jpg|thumb|none|600px|Iron sights of a camouflaged Bizon.]]&lt;br /&gt;
&lt;br /&gt;
==PP-2000==&lt;br /&gt;
The [[PP-2000]] returns from ''Bad Company 2'', feeling much more realistic this time around, with a more believable firing rate and packing a decent punch per shot, as opposed to the previous game, in which its firing rate was more akin to a Minigun and its power-per-shot around the area of lightly tossing a handful of pebbles at your opponent's face. Comes standard with a 20 round mag, and a 40 round extended mag can be unlocked.&lt;br /&gt;
[[Image:Pp-2000 1.jpg|thumb|none|450px|PP-2000 - 9x19mm]]&lt;br /&gt;
[[Image:BF3-PP2000-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds his PP-2000 after completing a HALO jump into Northern Iran at the start of the mission &amp;quot;Kaffarov.&amp;quot;]]&lt;br /&gt;
[[File:Bf3 KBP PP-2000 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:Bf3 KBP PP-2000 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:Bf3 KBP PP-2000 reloading 2.jpg|thumb|none|600px|Cocking the PP-2000]].&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
For the first time in a main ''Battlefield'' series game (excluding spinoffs like ''[[Battlefield Play4Free]]''), shotguns can be iron-sighted, and like the SMGs, can be used in every kit. In addition, DICE made it so that their shotguns have considerable range, unlike most video games where you have to see the whites of the enemies' eyes for shotguns to be effective. &lt;br /&gt;
&lt;br /&gt;
In BF3, shotgun shells change color depending on which faction is using them; US Marines use red shells, and Russian Ground Forces use green shells.&lt;br /&gt;
&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M1014]] semi-automatic shotgun is found in ''Battlefield 3''. Magazine capacities available are either the civilian legal 4+1, or the full-length 6+1 (Indicating the use of 3-inch magnum rounds. The full-length tube normally holds seven 2.75-inch rounds). When reloading from empty, the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly, just like the 870 MCS.&lt;br /&gt;
&lt;br /&gt;
[[Image:M4Super90.jpg|thumb|none|450px|Benelli M4 Super 90 with 7-shot tube - 12 gauge]]&lt;br /&gt;
[[Image:BF3-M1014-2.jpg|thumb|none|600px|M1014 near a dead bank worker at the end of the mission &amp;quot;Operation Guillotine&amp;quot;.]]&lt;br /&gt;
[[Image:BF3-M1014-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M1014 during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:Rrt877 m1014.jpg|thumb|none|600px|M1014 in MP.]]&lt;br /&gt;
[[Image:Rrt877 m1014 reload.jpg|thumb|none|600px|M1014 in MP, reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[SPAS-12]] is one of the 10 guns appearing in the ''Close Quarters'' expansion pack. The weapon is restricted to pump action, and performs similarly to the 870MCS and has the same standard (4+1) and extended (6+1) capacities, but has a slower per-shell reload speed and each shell contains one less pellet than those of the 870. However, it's offset by a maximum rate of fire that is high enough to the point that the next shot can be fired way before the pump animation can finish, specifically at the brief moment where the action is fully to the rear.&lt;br /&gt;
&lt;br /&gt;
The SPAS is also one of the strangest weapons to appear on a different weapon's Dog Tag; it appears on the Dog Tag awarded for 100 kills with the USAS-12. Other than four capital letters followed by &amp;quot;-12&amp;quot;, both being 12-gauge, and that they were both in the ''[[Battlefield: Bad Company]]'' series, they have little in common. The ''Close Quarters'' DLC, which adds the SPAS-12, still has the USAS-12 displaying a SPAS-12 Dog Tag.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|none|450px|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[file:bf3 spas idle.jpg|thumb|600px|none|SPAS-12 idle]]&lt;br /&gt;
[[file:bf3 spas iron.jpg|thumb|600px|none|The SPAS-12's iron sights]]&lt;br /&gt;
[[file:bf3 spas chamber.jpg|thumb|600px|none|Inserting a new round into the chamber]]&lt;br /&gt;
[[file:bf3 spas reload.jpg|thumb|600px|none|Continuing the reload. If you look closely, you can make out part of the word &amp;quot;gauge&amp;quot; on the shell.]]&lt;br /&gt;
&lt;br /&gt;
==M26 MASS==&lt;br /&gt;
The [[M26 MASS]] can be used only in the Assault kit in the &amp;quot;Gadget 1&amp;quot; slot. It may be used either as a standalone weapon, or mounted on any of the assault rifles if said rifle is equipped with the underslung rail. It can fire buckshot, flechettes, FRAG-12 rounds, or slugs, same as the other shotguns. The AEK-971 and AN-94 cannot mount the M26 MASS despite having underslung rails as an available attachment, possibly because it would interfere with both weapon's particular reload animation. A model glitch exists on some weapons that mount the M26 MASS where the charging handle will stay up even when the weapon is not in use.&lt;br /&gt;
[[Image:XM26 2 highRes.jpg|thumb|none|450px|M26 MASS - 12 gauge, mounted on [[M4A1 carbine]] with C-More red dot sight - 5.56x45mm]]&lt;br /&gt;
[[Image:XM26.jpg|thumb|none|400px|Standalone version of M26 MASS - 12 gauge]]&lt;br /&gt;
[[Image:BF3 Mass.jpg|thumb|none|600px|M26 standalone.]]&lt;br /&gt;
[[Image:Rrt877 mass mounted.jpg|thumb|none|600px|MASS mounted on an &amp;quot;M16A3&amp;quot; in multiplayer.]]&lt;br /&gt;
[[Image:Rrt877 mass mounted reloading.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
==Pancor Jackhammer==&lt;br /&gt;
The [[Pancor Jackhammer]], called the &amp;quot;MK3A1&amp;quot;, is included in the ''Back to Karkand'' expansion pack, and can be used by any kit. The appearance is highly unrealistic since only two fully automatic prototypes were ever produced; obviously, it does not emulate the real weapon's problems with failing to cycle in full-auto. It feeds from a 8-round magazine or a 12-round extended magazine, both incorrect; the real weapon feeds from a 10-round revolver style cylinder and does not chamber a round to gain a +1 as portrayed in the game.&lt;br /&gt;
[[Image:Jackhammer.jpg|400px|thumb|none|Pancor Jackhammer - 12 gauge]]&lt;br /&gt;
[[Image:BF3-Jackhammer-1.jpg|thumb|none|600px|Jackhammer on the customisation screen. Note the erroneous suppressor attachment that has since been patched out of the Jackhammer's available accessories list.]]&lt;br /&gt;
[[Image:Pancor Jackhammer BF3.jpg|thumb|none|600px|The Pancor Jackhammer idle]]&lt;br /&gt;
[[Image:Pancor Mark III A1 BF3 Reload.jpg|thumb|none|600px|The Pancor Jackhammer reloading. This is one of the few games to correctly depict the actual reload of this weapon. The foregrip is pushed forward to unlock and drop the &amp;quot;ammo cassette&amp;quot; (cylinder magazine), a fresh ammo cassette is inserted, and a release button on the trigger guard is pressed to retract the foregrip and lock the ammo cassette in place.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
The [[Remington 870|Remington 870 MCS]] appears as the &amp;quot;870MCS&amp;quot;. The player pumps the shotgun very quickly, which makes it seem almost semi-automatic in-game, like a pump action combat shotgun should be. Magazine capacities are either the standard 4+1, or the extended 6+1. As with the M1014, when reloading from empty the player character loads a round into the chamber first, then fills the tube, and using the extended option will change the model's magazine tube accordingly.&lt;br /&gt;
[[Image:Remington_870MCS.jpg|thumb|none|450px|Remington 870 MCS - 12 gauge]]&lt;br /&gt;
[[Image:BF3-MCS-1.jpg|thumb|none|600px|Blackburn holds an 870 MCS with a tactical light during the mission &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-MCS-2.jpg|thumb|none|600px|One of Blackburn's starting weapons in &amp;quot;Operation Guillotine&amp;quot; is this Remington 870 MCS with a laser aiming module. Precisely what this is for when he has his Big Magic White Circle for aiming with is unclear.]]&lt;br /&gt;
[[Image:Bf3 870 aim.jpg|thumb|none|600px|Iron sights of the Remington 870 MCS.]]&lt;br /&gt;
[[File:Bf3_870MCS_Frag.jpg|thumb|none|600px|Firing a 12 gauge fragmentation round from the 870. It looks impressive and can suppress enemies well, but it does about as much damage as a firecracker without a direct hit.]]&lt;br /&gt;
[[File:BF3_chamberload_870mcs_ext_mag.jpg|thumb|none|600px|Chamberloading an 870 that has an extended magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga 12K==&lt;br /&gt;
The [[Saiga 12K]] returns from ''Battlefield 2'' and is the second semi-auto shotgun unlocked. Magazine capacities are either the standard 6+1, or an extended 10+1 (originally 5+1 standard, and 8+1 extended, following the maximum factory capacity, changed after the 4th update).&lt;br /&gt;
[[Image:Saiga 12k-1.jpg|thumb|none|450px|Saiga 12K - 12 gauge]]&lt;br /&gt;
[[Image:BF3-Saiga-1.jpg|thumb|none|600px|Blackburn holds a rather beat-up camouflaged Saiga 12K during the mission &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-Saiga-2.jpg|thumb|none|600px|The mission &amp;quot;Kaffarov&amp;quot; can be a little on the strange side at times; here Dmitri Mayakovsky holds a Saiga 12K fitted with a laser aiming module and PK-AS optic, watching in bemusement as shooting the windshield of a car makes two men who had clipped inside it dramatically leap through the roof. For a finishing touch, the car exploded immediately afterwards.]]&lt;br /&gt;
[[Image:BF3-Saiga-3.jpg|thumb|none|600px|Wary of any other weirdness, Dmitri reloads his Saiga 12K.]]&lt;br /&gt;
&lt;br /&gt;
==SWD/Cobray Street Sweeper / Armsel Protecta Hybrid==&lt;br /&gt;
A hybrid of the [[SWD/Cobray Street Sweeper]] and the [[Armsel Protecta]] is included in ''Battlefield 3''. It features semi-automatic fire, has a thin winding key on the front of the drum magazine, and lacks a rear-mounted drum advance lever, which are features of the Street Sweeper, while it also has the Protecta's automatic shell ejection capabilities and therefore its large shell deflector (the Street Sweeper had to manually eject fired shells with an ejector rod, like a [[Colt Single Action Army]]). Conceptually, the hybrid is similar to Sentinel Arms' treatment of the Armsel Striker in their Striker-12, but the weapon lacks the Striker-12's unique thumb tab.&lt;br /&gt;
&lt;br /&gt;
The weapon is referred to as the &amp;quot;DAO-12&amp;quot;, as it was in ''[[Battlefield 2]]''; this stands for &amp;quot;double action only, 12 gauge&amp;quot; and is a ''description'' of the weapon rather than a correct name for it. The name was kept as an homage to ''Battlefield 2''. The weapon has an incorrect capacity of 8-rounds by default, but the correct 12 if the extended magazine attachment is used. This is most likely for balance, so players can't use a semi-auto, 12 round shotgun AND 3 attachments on top of that.&lt;br /&gt;
[[File:CobrayStreetSweeper.jpg|thumb|none|400px|SWD/Cobray Street Sweeper with short barrel and top folding stock - 12 gauge]]&lt;br /&gt;
[[File:Protecta.jpg|thumb|none|400px|Armsel Protecta with 12&amp;quot; barrel - 12 gauge]]&lt;br /&gt;
[[File:BF3-Streetsweeper-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a DAO-12 fitted with a Kobra reflex sight at the start of the mission &amp;quot;Kaffarov.&amp;quot;]]&lt;br /&gt;
[[File:Bf3 Cobray Street Sweeper aim.jpg|thumb|none|600px|Iron sights of the DAO-12.]]&lt;br /&gt;
[[File:Bf3 Cobray Street Sweeper reloading 2.jpg|thumb|none|600px|To reload, the player character tilts the weapon to the side... (note the shell deflector characteristic of the Protecta)]]&lt;br /&gt;
[[File:Bf3 Cobray Street Sweeper reloading 1.jpg|thumb|none|600px|...and inserts the shells one at a time via the loading gate. The process is incorrect because the drum is never rotated after loading a round; DICE apparently assumed that the drum would automatically rotate during reloading like when firing, when in reality it has to be rotated manually while reloading (the reload is corrected in BF4). Note &amp;quot;12 GAUGE&amp;quot; and a fragmentation symbol visible on the shells.]]&lt;br /&gt;
[[File:BF3 DAO-12 winding.jpg|thumb|none|600px|At the start of an empty reload, the character winds the drum before loading it.]]&lt;br /&gt;
&lt;br /&gt;
==USAS-12==&lt;br /&gt;
The [[USAS-12]] is the only full-auto shotgun in-game, barring the MK3A1 Jackhammer in ''Back to Karkand''. The magazine capacity is incorrectly 6+1 by standard or the correct 10+1 with the extended magazines equipped, most likely for balance, same as the Striker. When optics are attached, the carry handle is replaced by a strip of rails, meaning that the weapon becomes visually identical to the WM-12, an American semi-auto clone of the USAS-12. Like all shotguns, it can utilise standard Buckshot, Slugs, Flechettes and explosive FRAG-12 rounds as well as fit a variety of accessories and attachments. &lt;br /&gt;
[[File:USAS12.jpg|thumb|none|450px|Daewoo USAS-12 with 10-round magazine - 12 gauge]]&lt;br /&gt;
[[File:WM-12.jpg|thumb|none|400px|Ameetec Arms WM-12 - 12 gauge]]&lt;br /&gt;
[[Image:Bf3 usas12 holding.jpg|thumb|none|600px|The player character holds a USAS-12, vowing that nobody will take the last sun lounger from him.]]&lt;br /&gt;
[[Image:Bf3 usas12 aim.jpg|thumb|none|600px|Iron sights of the USAS-12.]]&lt;br /&gt;
[[Image:BF3-USAS-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads his USAS-12, which, according to the trademarks, was made by &amp;quot;Baewoo Brecisions&amp;quot; of Korea.]]&lt;br /&gt;
[[Image:Bf3 usas12 reloaded 2.jpg|thumb|none|600px|After replacing the magazine, the player character pulls on the charging handle. Note the deserted left side dust cover, compared to the image above.]]&lt;br /&gt;
[[Image:Bf3 usas12 world.jpg|thumb|none|600px|Icon and world model for the USAS-12. Note that the world model has no sights and no magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
[[Image:Battlefield 3 DogTag Shotguns.jpg|thumb|none|600px|Dog Tag Shotguns.]]&lt;br /&gt;
Benellli M1014 Dog Tag 100/500 kill- [[Benelli M1014]] / [[Benelli M1014]]&amp;lt;br&amp;gt;&lt;br /&gt;
Franchi SPAS-12 Dog Tag 100/1000 kill - [[SPAS-12]] / [[SPAS-12]]&amp;lt;br&amp;gt;&lt;br /&gt;
M26 MASS Dog Tag 100/500 kill - [[M26 MASS]] / [[M26 MASS]]&amp;lt;br&amp;gt;&lt;br /&gt;
Pancor Jackhammer Dog tag 100/500 kill - [[Pancor Jackhammer]] / [[Pancor Jackhammer]]&amp;lt;br&amp;gt;&lt;br /&gt;
Remington 870 MCS Dog Tag 100/500 kill - [[Remington 870|Remington 870 MCS]] / [[Remington 870|Remington 870 MCS]]&amp;lt;br&amp;gt;&lt;br /&gt;
Saiga 12K Dog Tag 100/500 kill - [[Saiga-12K]] / [[Saiga-12K]]&amp;lt;br&amp;gt;&lt;br /&gt;
SWD / Cobray Street Sweeper Dog Tag 100/500 kill - [[SWD/Cobray Street Sweeper]] / [[SWD/Cobray Street Sweeper]]&amp;lt;br&amp;gt;&lt;br /&gt;
USAS-12 Dog Tag 100/500 kill - [[SPAS-12]] / [[USAS-12]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles &amp;amp; Battle Rifles=&lt;br /&gt;
==5.56A-91==&lt;br /&gt;
The [[5.56A-91]] appears as part of the incredibly vague &amp;quot;Compact Assault Rifle&amp;quot; classification, and thus is used by the Engineer kit. It does not have its 40mm grenade launcher. It is the successor to the [[9A-91]] from ''Bad Company 2'', albeit firing the 5.56mm NATO round instead of the 9A-91's 9x39mm one. Called &amp;quot;[[A-91]]&amp;quot; in the game, which refers to the 7.62x39mm variant.&lt;br /&gt;
[[File:5.56A-91.jpg|thumb|none|400px|5.56A-91 - 5.56x45mm NATO / 40mm]]&lt;br /&gt;
[[Image:BF3-A91-1.jpg|thumb|none|600px|Dmitri Mayakovsky looks at fellow GRU agent Vladimir holding a 5.56A-91 as they go to work at the start of &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:Rrt877 a-91.jpg|thumb|none|600px|5.56A-91 in MP.]]&lt;br /&gt;
[[Image:Rrt877 a-91 reloading.jpg|thumb|none|600px|5.56A-91 in MP reloading.]]&lt;br /&gt;
&lt;br /&gt;
==AEK-971==&lt;br /&gt;
The [[AEK-971]] is an unlock for the Assault kit.&lt;br /&gt;
[[Image:aek971_545.jpg|thumb|none|450px|AEK-971 (current model) with folding stock - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AEK-1.jpg|thumb|none|600px|Blackburn holds an AEK-971 near the start of the mission &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3 AEK971.jpg|thumb|none|600px|AEK-971 in ''Battlefield 3'' with Kobra Red dot sight and foregrip attached. Note that because of a glitch, both the indirect flightpath crosshair and the standard crosshair appear when switching rapidly between the grenade launcher and primary weapon. Switching to secondary weapon and back again fixes this issue.]]&lt;br /&gt;
[[Image:Rrt877 aek2 reload.jpg|thumb|none|600px|AEK-971 in MP, reloading.]]&lt;br /&gt;
&lt;br /&gt;
==AK-74M==&lt;br /&gt;
The [[AK-74M]] is the standard assault rifle used by the Russian Assault kit. It is very accurate and has minimal recoil, but suffers from reduced damage compared to the M16A3.&lt;br /&gt;
[[Image:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AK-1.jpg|thumb|none|600px|Blackburn holds an AK-74M equipped with a PSO-1 scope during &amp;quot;Operation Swordbreaker.&amp;quot; Weapons on the ground do not show their attachments or have text signifying what they have attached, meaning occasionally picking up a boring-looking vanilla weapon will result in the player character producing Excalibur as here.]]&lt;br /&gt;
[[Image:Bf3 ak-74m aim.jpg|thumb|none|600px|Iron sights of the AK-74M.]]&lt;br /&gt;
[[Image:Bf3 ak-74m reloading 1.jpg|thumb|none|600px|Blackburn reloads his AK-74M; note the tape grip around the magazine. Also note the incorrectly modeled fixed stock, lacking both its side-folding hinge and release button.]]&lt;br /&gt;
[[Image:Bf3 ak-74m reloading 2.jpg|thumb|none|600px|After that, he flips the weapon over and pulls on the charging handle.]]&lt;br /&gt;
[[Image:Bf3 ak-74m world.jpg|thumb|none|600px|Icon and world model of the AK-74M.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74U==&lt;br /&gt;
The [[AKS-74U]] is used by the Engineer kit in multiplayer, and is the starting weapon for Russian Engineers.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|400px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AKS-74U-1.jpg|thumb|none|600px|Blackburn wrestles with one of Solomon's men during the introductory mission &amp;quot;Semper Fidelis.&amp;quot; On the Xbox 360 version before the ''Back to Karkand'' update, this terrorist was instead armed with a UMP45, but still gives Blackburn an AKS-74U when he dies.]]&lt;br /&gt;
[[Image:BF3-AKS-1.jpg|thumb|none|600px|At the start of the mission &amp;quot;Uprising,&amp;quot; Blackburn relieves a PLR soldier of this AKS-74U with a Kobra reflex sight, suppressor and tactical light.]]&lt;br /&gt;
[[Image:Rrt877 aks74u reloading.jpg|thumb|none|600px|AKS-74U in multiplayer, note the the odd milled/stamped steel hybrid receiver, showing this is the same model from the ''Bad Company'' series.]]&lt;br /&gt;
&lt;br /&gt;
==AN-94==&lt;br /&gt;
The [[AN-94]] returns from the ''Bad Company'' series. The AN-94's dual-rate full-auto mode is correctly depicted in ''Battlefield 3''. In multiplayer, when set to burst, the weapon fires an 1800RPM 2-round burst, and when set to full auto, it fires the first two shots at 1800RPM, while the rest are fired at 600RPM. In the single-player campaign, the 2 round burst is shown to incorrectly fire at the 600 rpm as opposed to the correct 1800 rpm.&lt;br /&gt;
&lt;br /&gt;
The AN-94 starts in 2-round burst mode by default. Before a patch, the weapon lacked the semi-automatic mode found on the real weapon, instead featuring only the 2-burst and full-auto modes.&lt;br /&gt;
&lt;br /&gt;
An interesting note is that the player character uses the Speed Reload technique when reloading the AN-94, where he pushes the mag release and flicks the magazine out with another magazine, the same applies to the AEK-971.&lt;br /&gt;
&lt;br /&gt;
[[Image:Russian AN-94 Abakan Nikonov 5.45x39mm assault rifle 3.jpg|thumb|450px|none|AN-94 - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-AN94-1.jpg|thumb|none|600px|Blackburn holds an AN-94 equipped with a PKS-07 long-range scope as he looks over an airdropped Russian D-30 122mm howitzer during the mission &amp;quot;Rock and a Hard Place.&amp;quot;]]&lt;br /&gt;
[[File:BF3 AN-94 (1).jpg|thumb|none|600px|Iron sights of the AN-94.]]&lt;br /&gt;
[[File:BF3 AN-94 (2).jpg|thumb|none|600px|Inserting the new magazine after kicking out the old one...]]&lt;br /&gt;
[[File:BF3 AN-94 (3).jpg|thumb|none|600px|...and chambering the first round.]]&lt;br /&gt;
&lt;br /&gt;
==AS Val==&lt;br /&gt;
The [[AS Val]] appears as an all kit weapon, most likely due to its small size and unique integrated suppressor, making it too specialized for any specific kit. The March 2012 update added the option of using extended 30-round box magazines (the largest box mag available for the VSS/AS Val/SR-3 rifles) instead of the standard 20-rounders. However, the gun is still modelled with a 20-round magazine even with the extended magazine equipped.&lt;br /&gt;
[[Image:As val1.jpg|thumb|none|450px|AS Val - 9x39mm]]&lt;br /&gt;
[[Image:BF3-ASVal-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds his starting weapon, an AS Val assault rifle with a Kobra reflex sight, during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-ASVal-2.jpg|thumb|none|600px|Kiril holds his AS Val near the end of &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[File:BF3 AS VAL (1).jpg|thumb|none|600px|Aiming the AS Val.]]&lt;br /&gt;
[[File:BF3 AS VAL (2).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF3 AS VAL (3).jpg|thumb|none|600px|Charging the Val.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M4LE Carbine==&lt;br /&gt;
Two versions of the [[M4 Carbine]] are found: the full-auto &amp;quot;M4A1&amp;quot; and the 3-round burst &amp;quot;M4&amp;quot;. However, they are modeled after the civilian M4LE, as evidenced by the Safe/Fire selector switch. The model features a KAC RIS handguard, Crane SOPMOD stock, Hogue pistol grip, M16A1 flash hider, and Magpul Ranger Plates. In singleplayer, the &amp;quot;M4A1&amp;quot; is commonly seen in the hands of the main character. In multiplayer, being a carbine, the M4s are used by the Engineer kit. The &amp;quot;M4A1&amp;quot; is the starting weapon for US Engineers, while the &amp;quot;M4&amp;quot; is unlocked at 40,000 Engineer score.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the first &amp;quot;Fault Line&amp;quot; trailers showed the player rack the charging handle during an empty reload, which was changed to a press of the bolt release from the Operation Metro trailer onwards and into the release version.&lt;br /&gt;
&lt;br /&gt;
[[File:Colt M4LE Carbine.jpg|thumb|none|450px|Colt M4LE Carbine - 5.56x45mm]]&lt;br /&gt;
[[File:ColtM4.jpg|thumb|none|450px|An actual M4A1, for comparison - 5.56x45mm. This one is fitted with an Aimpoint CompM2 reflex optic, Knight's Armament RAS railed handguard, and vertical forward grip.]]&lt;br /&gt;
[[File:BF3-M4-1.jpg|thumb|none|600px|Blackburn holds an &amp;quot;M4A1&amp;quot; during &amp;quot;Operation Swordbreaker.&amp;quot;]]&lt;br /&gt;
[[File:BF3-M4-2.jpg|thumb|none|600px|Blackburn reloads his carbine. &amp;quot;For law enforcement / military use&amp;quot; is printed on the side of the EOTech optic.]]&lt;br /&gt;
[[File:BF3-M4-3.jpg|thumb|none|600px|Reloading with the rifle in shadow reveals a snake-like design engraved on the mag well; this is present in ''Medal of Honor'', though as a dark shape that shows up in light rather than a silvery etching that only shows up in the dark. Also note how the semi-auto position reads &amp;quot;Fire&amp;quot;, meaning it was modeled on a civilian M4 variant.]]&lt;br /&gt;
[[File:Bf3 Colt M4A1 holding.jpg|thumb|none|600px|The M4 in multiplayer without any attachment.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Sporter Competition==&lt;br /&gt;
Both the 3-round burst &amp;quot;[[M16A4]]&amp;quot; and the full-auto &amp;quot;M16A3&amp;quot; are in fact modeled after the civilian Colt Sporter Competition, since they have a Safe/Fire selector switch, and they lack a bayonet lug. The model features an [[M16A1]] flash hider, a KAC RIS handguard with a rail cover on the right side rail, a Hogue pistol grip, a Magpul loop on the magazine, and a cloth sleeve wrapped around the stock.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M16A3&amp;quot; is the standard assault rifle used by the US Assault kit, and can be unlocked for the Russian Assault at 220,000 Assault points; the &amp;quot;M16A4&amp;quot; meanwhile is unlocked for both factions at 89,000 Assault points.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;M16A4&amp;quot; was one of the first weapons to be shown in early gameplay footage, but was lacking rear iron sights and optical sights; these were added later on. Some later footage showed the M16 with the gas block missing when mounting sights, but this too was corrected in the final release.&lt;br /&gt;
[[File:Colt Sporter Competition.jpg|thumb|none|450px|Colt Sporter Competition with magazine removed - 5.56x45mm NATO]]&lt;br /&gt;
[[File:M16A4withANPEQ&amp;amp;ACOG.jpg|thumb|none|450px|An actual M16A4, for comparison - 5.56x45mm NATO. This is the USMC style setup, an M16A4 MWS (Modular Weapon System) with RAS rails installed, AN/PEQ-2 IR designator, RIS foregrip, and Trijicon 4x32 ACOG scope.]]&lt;br /&gt;
[[File:BF3-M16-1.jpg|600px|thumb|none|Blackburn holds his &amp;quot;M16A3&amp;quot; during Operation Swordbreaker.]]&lt;br /&gt;
[[File:Bf3 m16a3 aim.jpg|thumb|none|600px|Iron sights of the &amp;quot;M16A3&amp;quot;.]]&lt;br /&gt;
[[File:BF3-M16-2.jpg|600px|thumb|none|A Marine reloads his &amp;quot;M16A3&amp;quot; with a mounted Trijicon ACOG scope in multiplayer.]]&lt;br /&gt;
[[File:Bf3 m16a4 world.jpg|thumb|none|600px|Icon and world model of the &amp;quot;M16A3&amp;quot; in Single Player (note that the front sight and gas block are missing, while in the first person model they are present).]]&lt;br /&gt;
&lt;br /&gt;
==DIO KH2002 Sama==&lt;br /&gt;
Befitting the Iranian setting, the [[DIO KH2002|DIO KH2002 Sama]] bullpup assault rifle is one of the weapons in the game. The improved foregrip of the Sama model only appears if the Foregrip attachment is used in multiplayer. The in-game model fires 30 rounds form a 20 round STANAG magazine, however.&lt;br /&gt;
&lt;br /&gt;
In campaign mode, the weapon is often found in the hands of Iranian Army soldiers after the PLR's hostile takeover. It fires in single shot and 3-round burst firing modes, and uses Russian optics. It can be unlocked for multiplayer use with a 17,000 co-op score. &lt;br /&gt;
[[Image:Kh2002 2009 improved.jpg|thumb|none|400px|Iranian Defense Industries Organization (DIO) KH2002, improved 2009 model - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-KH2002-1.jpg|thumb|none|600px|Blackburn holds a KH2002 during the mission &amp;quot;Uprising&amp;quot; as he discovers the exit.]]&lt;br /&gt;
[[Image:Bf3 kh2002 aim.jpg|thumb|none|600px|Iron sights of the KH2002.]]&lt;br /&gt;
[[Image:BF3-KH2002-2.jpg|thumb|none|600px|Blackburn reloads his KH2002, showing that the Khaybar variant used in the game is the 2009 model.]]&lt;br /&gt;
[[File:BF3 KH2002 reload.jpg|thumb|none|600px|Charging an ACOG scope-equipped KH2002.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS Valorisé==&lt;br /&gt;
A [[FAMAS Valorisé]] (FAMAS Upgraded) is included in the ''Back to Karkand'' expansion pack, and can be used by the Assault kit. The weapon is incorrectly fitted with a G1/G2 trigger guard rather than the correct F1 style one and has had the bipod removed. In-game, the FAMAS uses the correct 25 round straight magazines.&lt;br /&gt;
[[File:Famas Valorisé.jpg|thumb|none|400px|FAMAS Valorisé with EOTech sight - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-FAMAS-1.jpg|thumb|none|600px|FAMAS Valorisé on the customization screen. Note the incorrect 30-round magazine capacity, which has since been patched.]]&lt;br /&gt;
[[Image:Rrt877 famas3.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Rrt877 famas3 reload.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==FN F2000 Tactical==&lt;br /&gt;
The [[FN F2000]] returns from the ''Bad Company'' series, and has much more realistic statistics, most notably that it doesn't have a fire rate resembling a minigun. Due to its lack of an underslung rail, an M320 or M26 MASS will always be carried as a standalone if the F2000 is equipped. The F2000 can mount a bipod and foregrip like the other assault rifles.&lt;br /&gt;
[[Image:FN_F2000_tactical.jpg|thumb|none|400px|FN F2000 Tactical with CAA FVG5 foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-F2000-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads an F2000 with EOTech reflex sight during the mission &amp;quot;Comrades.&amp;quot;]]&lt;br /&gt;
[[Image:1000px-BF3 F2000 Left Side.jpg|thumb|none|600px|The left side of the F2000 Tactical, note the FN trademarks.]]&lt;br /&gt;
[[Image:1000px-Bf3 2012-07-31 23-56-43-08.jpg|thumb|none|600px|The left side of the F2000 with Navy Blue Digital &amp;quot;camouflage&amp;quot;, folding bipod, EOtech sight, aftermarket flash hider, and what appears to be an intangible magwell.]]&lt;br /&gt;
[[Image:1000px-BF3 F2000 Iron Sight.jpg|thumb|none|600px|The F2000 iron sights.]]&lt;br /&gt;
[[Image:1000px-BF3 F2000.jpg|thumb|none|600px|The F2000 Tactical idle.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The first generation FN Mk 17 Mod 0, or [[FN SCAR-H CQC]], is used by the Engineer kit In multiplayer. A modeling mistakes shows the fire selector switch set on semi-auto as the weapon itself fires on full-auto by default.&lt;br /&gt;
&lt;br /&gt;
[[Image:FN_SCAR_-1-.jpg|thumb|none|450px|First Gen Fabrique Nationale SCAR-H with M68 Aimpoint scope and Grippod foregrip - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:Rrt877 mk17.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:BF3-SCAR-1.jpg|thumb|none|600px|Blackburn reloads his SCAR-H at the start of &amp;quot;Operation Guillotine.&amp;quot; Note that even though the weapon can fire in full-auto, the fire selector switch is set on semi-auto.]]&lt;br /&gt;
[[File:BF3 SCAR-H (1).jpg|thumb|none|600px|Pulling up the new magazine. This angle doesn't really happen with the SCAR-L reload.]]&lt;br /&gt;
[[File:BF3 SCAR-H (2).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-L==&lt;br /&gt;
The first generation FN Mk 16 MOD 0, or [[SCAR-L]], is an assault rifle added in the ''Close Quarters'' expansion pack and is issued to the Assault kit. It's weaker than its bigger brother the SCAR-H because of its smaller round, but it boasts a slightly higher rate of fire (620 rpm) and extremely controllable recoil. It's unlocked by completing the 'Set us up the Bomb' assignment, which involves killing 20 enemies with an underslung grenade launcher and 15 enemies with hand grenades.&lt;br /&gt;
[[Image:Scar l-1.jpg|thumb|400px|none|First Generation FN SCAR-L with M68 Aimpoint scope and Grippod foregrip - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF3_cq_SCAR_L_Iron.jpg|thumb|600px|none|The SCAR-L's iron sights]]&lt;br /&gt;
[[file:BF3_CQ_SCAR_l_reload.jpg|thumb|600px|none|The SCAR-L's reload. Note the selector switch is incorrectly set on single fire, but the charging handle is correctly in the locked back position since all rounds were expended.]]&lt;br /&gt;
[[file:BF3_SCAR_L_bolt.jpg|thumb|600px|none|Pressing the bolt release, which simultaneously sends the charging handle forward with the bolt. The game also correctly animates the reciprocating charging handle when firing the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36 (&amp;quot;MG36&amp;quot;)==&lt;br /&gt;
In the ''Back to Karkand'' expansion pack, a [[Heckler &amp;amp; Koch G36]] with G36C rails, bipods, and Beta C-Mag drums appears as the &amp;quot;MG36&amp;quot;; the actual MG36 did not have such a configuration, and was a rare weapon with a total production run of around 100 units, facts that were even mentioned in the description. Used by the Support kit, the C-Mag is limited to 50+1 and requires the &amp;quot;Extended Magazines&amp;quot; attachment in order to use its full 100+1 capacity.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36E-KV(MG36).jpg|thumb|none|450px|'''Airsoft''' G36 with G36C carrying handle and bipod - (fake) 5.56x45mm NATO]]&lt;br /&gt;
[[Image:G36 CMag.jpg|thumb|none|450px|Configuration typically called &amp;quot;MG36;&amp;quot; actually just a standard G36 with a bipod handguard and C-Mag - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-MG36-1.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; on the customization menu. Note the 12x sniper scope attached, in case you feel the need to give suppressive fire from 1000+ meters.]]&lt;br /&gt;
[[file:bf3 mg36 idle.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot; idle, with a Beta C-mag that only holds 50 rounds]]&lt;br /&gt;
[[file:bf3 mg36 iron.jpg|thumb|none|600px|&amp;quot;MG36&amp;quot;'s iron sights]]&lt;br /&gt;
[[file:bf3 mg36 reload1.jpg|thumb|none|600px|Inserting a fresh magazine]]&lt;br /&gt;
[[file:bf3 mg36 reload2.jpg|thumb|none|600px|Pulling the charging handle]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
A [[Heckler &amp;amp; Koch G36C]] is seen in single player in the mission &amp;quot;Comrades&amp;quot;. The model is based from 2008's DICE game [[Mirror's Edge]]. It can fire semi, auto, or two-round burst. In multiplayer, the G36C being a carbine is used by the engineer kit and uses opaque magazines.&lt;br /&gt;
[[Image:G36CwForegrip.jpg|thumb|none|400px|Heckler &amp;amp; Koch G36C with vertical foregrip - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-G36-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a G36C he took from a French police officer during the mission &amp;quot;Comrades.&amp;quot; Note That while the fire selector is in the correct position for fully automatic fire, the white position indicator is pointing to &amp;quot;safe&amp;quot;. It's greatly improved from Mirror's Edge's G36C.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[G3A3]] is available in both single and multiplayer. It is an actual H&amp;amp;K G3A3, and not an Iranian clone. It has a wide handguard, and the fire selector markings are S-E-F. The Iranian-manufactured version differs in that it utilizes a slimline handguard and has Farsi writing on the receiver. It can be unlocked for use in multiplayer by gaining 160,000 Co-Op score.&lt;br /&gt;
[[File:G3a3.jpg|thumb|none|450px|Heckler &amp;amp; Koch G3A3 with wide handguard - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-G3-1.jpg|thumb|none|600px|Blackburn holds a G3A3 with ACOG scope during the mission &amp;quot;Operation Swordbreaker.&amp;quot;]]&lt;br /&gt;
[[File:BF3-G3A3-Pickup.jpg|thumb|none|600px|The detailed pick-up icon for the G3A3.]]&lt;br /&gt;
[[Image:Bf3 g3a3 aim.jpg|thumb|none|600px|Iron sights of the G3A3.]]&lt;br /&gt;
[[Image:Bf3 g3a3 reloading 1.jpg|thumb|none|600px|Reloading the G3A3.]]&lt;br /&gt;
[[Image:Bf3 g3a3 world.jpg|thumb|none|600px|Icon and world model. Note the slightly mispositioned magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416==&lt;br /&gt;
The [[HK416]] returns from ''Bad Company'' and ''Bad Company 2'' having a 10.4&amp;quot; barrel and OD furniture. It is the first unlock for the Assault kit and can have an M320 (which replaces the kit's Medkit) mounted as long as a grip or bipod are not. It once again appears as the &amp;quot;M416,&amp;quot; seemingly just because that's what it was called in the ''Bad Company'' games since it is no longer shown as a standardised US military weapon in singleplayer. At release, it featured semi-auto, burst, and full-auto modes, something that isn't typically possible with AR-15 type rifles and derivatives. A patch in December of 2011 removed the burst mode for PC, and as of the March 2012 patch, the Xbox 360 and PS3 version's M416 has it removed as well. The BF3 HK416 uses the older M4 Gen II style stock and a Tangodown pistol grip. Newer variants utilize HK's in-house stock and grip designs.&lt;br /&gt;
[[Image:Heckler and Koch 416.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 with 10 inch barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-HK416-1.jpg|thumb|none|600px|Blackburn runs with his HK416 with M320 grenade launcher, straight into a most unpleasant surprise. The Russian transport craft depicted is an Antonov An-22. The pilot of the Antonov is a big fan of ''[[Top Gun]]'' and is getting as much low-altitude fly-by practice in as he can before the real war starts.]]&lt;br /&gt;
[[Image:Bf3 hk416 holding.jpg|thumb|none|600px|A minor modeling error is present in the charging handle: the backside of the handle is completely solid. In reality, you would see a slot with the latch showing through on the left side. This mistake is not present in the M4/M16 models, but is present in the M27 and HK417 (both also HK designs).]]&lt;br /&gt;
[[Image:Bf3 hk416 aim.jpg|thumb|none|600px|Iron sights of the HK416.]]&lt;br /&gt;
[[Image:Bf3 hk416 reloading 1.jpg|thumb|none|600px|The player character reloads his HK416.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK53==&lt;br /&gt;
The [[HK53]] is included in the ''Back to Karkand'' expansion pack as the G53. It was listed in game under its original &amp;quot;HK53&amp;quot; name on the PS3 version until a patch altered it to G53 as used in the PC and X360 versions. It is a compact version of the HK33 rifle, and as a carbine, it can be used by the Engineer kit.&lt;br /&gt;
[[Image:H&amp;amp;KHK53-1.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK53 - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-HK53-1.jpg|thumb|none|600px|HK53 on the customization screen. This is a pre-patch screenshot from the PS3 version]]&lt;br /&gt;
[[Image:Rrt877 hk53.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Rrt877 hk53 reloading.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==L85A2==&lt;br /&gt;
The [[L85A2]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Assault kit. It features very high accuracy, low recoil and better hip-fire accuracy due to its bullpup configuration but suffers in close quarters due to its 650 RPM rate of fire. It also cannot mount an underslung M320 like it can in real life.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-L85-1.jpg|thumb|none|600px|L85A2 on the customisation screen.]]&lt;br /&gt;
[[file:bf3 l85 idle.jpg|thumb|none|600px|L85A2 idle, fitted with an ACOG sight and a bipod. Note the Picatinny rail mounted on top of the dovetail mount, which appears when alternate sights are used.]]&lt;br /&gt;
[[file:bf3 l85 reload.jpg|thumb|none|600px|Removing the empty magazine.]]&lt;br /&gt;
[[file:bf3 l85 bolt.jpg|thumb|none|600px|Moving to press the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul PDR==&lt;br /&gt;
The [[Magpul PDR]], a compact bullpup assault rifle development of which was abandoned the year the game came out, appears as an all kit weapon. For unknown reasons, it appears as the &amp;quot;PDW-R&amp;quot; (most likely standing for Personal Defence Weapon-Rifle). Uses either 20 or 30 round polymer magazines, with 20 being the default option.&lt;br /&gt;
[[File:MagpulPDR.jpg|thumb|400px|none|Magpul PDR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-PDR-1.jpg|thumb|none|600px|Dmitri Mayakovsky reloads his PDR as he ponders the wisdom of Vladimir's &amp;quot;walking into a fire&amp;quot; plan.]]&lt;br /&gt;
[[File:BF3 PDR (1).jpg|thumb|none|600px|Pressing the magazine release on a PDR in multiplayer.]]&lt;br /&gt;
[[File:BF3 PDR (2).jpg|thumb|none|600px|Releasing the charging handle on a full reload.]]&lt;br /&gt;
&lt;br /&gt;
==QBZ-95B==&lt;br /&gt;
The [[QBZ-95B]] is included in the ''Back to Karkand'' expansion pack, and, as a carbine, can be used by the Engineer kit.&lt;br /&gt;
[[Image:Qbz-95carb s.jpg|thumb|none|400px|Norinco QBZ-95B - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QBZ95B-1.jpg|thumb|none|600px|QBZ-95B on the customise menu.]]&lt;br /&gt;
[[Image:QBZ-95BF3.jpg|thumb|none|600px|The QBZ-95B idle.]]&lt;br /&gt;
[[Image:QBZ-95RELOADBF3.jpg|thumb|none|600px|Removing the spent magazine with a fresh one]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 553==&lt;br /&gt;
The [[SIG SG 553]] appears in ''Battlefield 3'' with a railed handguard. The in-game model's serial numbers points to its modeling reference being a SIG SG 553-1 SP semi-auto only model (the one on the reference image below in particular), though the in-game weapon still has the automatic firing options of the standard SIG SG 553. In multiplayer, being a carbine, it is used by the Engineer kit. It can only be unlocked in Co-Op by achieving a score of 120,000. In the campaign mode, the SG 553 is found in two places. The first is in &amp;quot;Comrades&amp;quot;, where a police officer exiting the van has one, and the other one being found by the player after the train crashes in &amp;quot;The Great Destroyer&amp;quot;.&lt;br /&gt;
[[File:SIG SG 553-1 SP.jpg|none|thumb|400px|SIG SG 553-1 SP with railed handguard - 5.56x45mm]]&lt;br /&gt;
[[File:BF3-SG553-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds a SIG SG 553 during the mission &amp;quot;Comrades&amp;quot; as he fights his way through a French police cordon.]]&lt;br /&gt;
[[File:BF3 SG553 Reload.jpg|thumb|none|600px|The SG553 being reloaded. Note the serial numbers being identical to the reference image above.]]&lt;br /&gt;
&lt;br /&gt;
==Remington ACR==&lt;br /&gt;
The [[Remington ACR]] joins the arsenal of ''Battlefield 3'' as part of the ''Close Quarters'' expansion pack and was first seen in the &amp;quot;Ziba Tower&amp;quot; gameplay video. It is named &amp;quot;ACW-R&amp;quot; (likely meaning 'Adaptive Combat Weapon - Rifle') much like the &amp;quot;PDW-R&amp;quot;. It boasts a high rate of fire with controllable recoil and features a 26 round capacity in a 30 round 5.56mm PMAG magazine. Developers have stated that the &amp;quot;ACW-R&amp;quot; in-game is chambered for 6.5x38mm Grendel, which explains the round capacity. Newer revisions of the Remington ACR have features not reflected in this game model, such as an angled / folding charging handle and an updated lighter-weight rail.&lt;br /&gt;
[[File:Bushmasteracrentry.jpg|thumb|none|450px|Remington ACR - 5.56x45mm NATO]]&lt;br /&gt;
[[file:bf3 acr idle.jpg|thumb|600px|none|The &amp;quot;ACW-R&amp;quot; idle. Note the 26+1 magazine.]]&lt;br /&gt;
[[file:bf3 acr reload 1.jpg|thumb|600px|none|Removing an empty mag.]]&lt;br /&gt;
[[file:bf3 acr reload 2.jpg|thumb|600px|none|And inserting a fresh one. It is a polymer Magpul PMAG instead of the STANAG aluminum magazine.]]&lt;br /&gt;
[[file:bf3 acr bolt.jpg|thumb|600px|none|Pressing the bolt release to chamber a new round. A more efficient method would be to use your trigger finger, as the bolt release is ambidextrous. This was most likely done so the player can see the bolt being released.]]&lt;br /&gt;
[[File:RussianguywithACR.jpg|thumb|none|500px|A Russian Engineer fires his &amp;quot;ACW-R,&amp;quot; note the 14.5&amp;quot; barrel and the correct AAC Blackout flash hider.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3-CQC==&lt;br /&gt;
The [[Steyr AUG A3-CQC]] was added in the ''Close Quarters'' expansion pack. It serves a similar role to the M416, a stable gun with a steady 700 rpm rate of fire and easy to control recoil. The AUG A3-CQC is unique, as it's the only bullpup assault rifle that can mount an underslung weapon. It was first shown in the &amp;quot;Ziba Tower&amp;quot; gameplay trailer and in pre-release screenshots. It is very accurate and has controllable recoil, making it an effective assault rifle. It is unlocked by completing the &amp;quot;Shepard&amp;quot; assignment which involves 10 squad revives and 30 kills with assault rifles.&lt;br /&gt;
[[File:1.Steyr AUG A3.jpg|thumb|none|400px|Steyr AUG A3-CQC with Surefire M900 weaponlight foregrip and Leupold CQ/T scope - 5.56x45mm NATO]]&lt;br /&gt;
[[File:BF3wallpaper.jpg|thumb|none|600px|The soldier in the foreground can be seen holding an AUGA3 (Note the tri-railed handguard and the placement of the charging handle) fitted with an EOTech 552 and KAC foregrip.]]&lt;br /&gt;
[[file:bf3 aug idle.jpg|thumb|600px|none|The AUG A3 idle. Note the underslung M320 grenade launcher.]]&lt;br /&gt;
[[file:bf3 aug iron.jpg|thumb|600px|none|The AUG A3's iron sights.]]&lt;br /&gt;
[[file:bf3 aug reload.jpg|thumb|600px|none|The AUG A3 mid-reload. Note how the M320 clips through the trigger guard of the AUG.]]&lt;br /&gt;
[[file:Bf3_2012-06-06_14-42-49-55.jpg|thumb|600px|none|Pressing the bolt release]]&lt;br /&gt;
&lt;br /&gt;
==MTAR-21==&lt;br /&gt;
The [[IMI Micro Tavor MTAR-21]] is a carbine added in the ''Close Quarters'' expansion pack. It features high recoil due to its short barrel and high rate of fire. In CQB it's capable of mowing down enemies with little trouble due to its 900 rpm rate of fire, but the recoil severely limits its long range capabilities.&lt;br /&gt;
[[file:Mtar-21.jpg|thumb|none|400px|IMI Tavor MTAR-21 with Meprolight red dot sight - 5.56x45mm]]&lt;br /&gt;
[[file:bf3 mtar idle.jpg|thumb|none|600px|The IMI MTAR-21 idle, fitted with a Trijicon RX01 reflex sight.]]&lt;br /&gt;
[[file:bf3 mtar reload1.jpg|thumb|none|600px|The MTAR-21 with its magazine removed. Note that since all rounds were expended, the charging handle is correctly shown in the rear position with the bolt locked back.]]&lt;br /&gt;
[[file:bf3 mtar reload2.jpg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[file:bf3 mtar bolt.jpg|thumb|none|600px|Pressing the bolt release, which sends the bolt and charging handle forward.]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
===M16A1===&lt;br /&gt;
The Dog Tag awarded for 500 kills with the M320/GP-30 shows an [[M203]] mounted to an [[M16A1]], complete with the heatshield handguard.&lt;br /&gt;
&lt;br /&gt;
===M16A2===&lt;br /&gt;
The Dog Tag the player receives for 500 kills with the M16A3/A4 shows an [[M16A2]] instead.&lt;br /&gt;
&lt;br /&gt;
===FAMAS===&lt;br /&gt;
A [[FAMAS]] (G2?) appears on the Dog Tag awarded for 500 kills with the FAMAS.&lt;br /&gt;
&lt;br /&gt;
===FN F2000===&lt;br /&gt;
The standard version of the F2000, with its built in scope, appears on the 500 kill Dog Tag for the F2000 Tactical.&lt;br /&gt;
[[Image:Bf3 dogtag fn f2000 GL-1.jpg|thumb|none|400px|FN F2000 + FN GL-1. 100 kill.]]&lt;br /&gt;
&lt;br /&gt;
===FN Mk 16 Mod 0 (SCAR-L)===&lt;br /&gt;
100 Kills with either the SCAR-H carbine or the SCAR-L assault rifle earns the player a SCAR-L dog tag. The release of the ''Close Quarters'' DLC (which introduced the SCAR-L) has not brought along a proper dog tag for the SCAR-H.&lt;br /&gt;
[[Image:BF3_SCAR_L_dogtag.jpg|thumb|none|400px]]&lt;br /&gt;
&lt;br /&gt;
===Heckler &amp;amp; Koch HK416===&lt;br /&gt;
[[Image:Bf3 dogtag hk416 m203.jpg|thumb|left|400px|Heckler &amp;amp; Koch HK416 + M203. 100 kill.]]&lt;br /&gt;
[[Image:Bf3 dogtag hk416.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416. 500 kill.]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
===SIG SG 553===&lt;br /&gt;
[[Image:Bf3 dogtag sg 553.jpg|thumb|none|400px|SIG SG 553. 100 kill.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch M27 IAR==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M27 IAR]] is the starting weapon for the US support class, and uses a 45-round extended magazine. It is shown with a 4-vent handguard, but the correct extended barrel for the version is shown, the handguard simply covering less of it.&lt;br /&gt;
[[Image:H&amp;amp;K M27 IAR.jpg|thumb|none|450px|Heckler &amp;amp; Koch M27 IAR - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:BF3-IAR-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M27 IAR equipped with a Trijicon RX01 reflex sight and tactical light in the mission &amp;quot;Kaffarov.&amp;quot;]]&lt;br /&gt;
[[Image:Rrt877 iar.jpg|thumb|none|600px|The modeling error of the charging handle backside being modeled completely solid can also be seen here, as on the HK416 and HK417.]]&lt;br /&gt;
&lt;br /&gt;
==LSAT Light Machine Gun==&lt;br /&gt;
The [[LSAT|LSAT Light Machine Gun]] is a light machine gun added to ''Battlefield 3'' through the ''Close Quarters'' expansion pack. In-game it uses the configuration that loads polymer-cased ammunition. It is unlocked by completing the &amp;quot;Point Blank&amp;quot; assignment, which involves 10 kills with C4 and 10 knife takedowns.&lt;br /&gt;
[[File:LSAT Prototype 2009.jpg|thumb|none|450px|LSAT Light Machine Gun prototype - 5.56mm Caseless]]&lt;br /&gt;
[[Image:bf3 lsat idle.jpg|thumb|none|600px|The LSAT LMG in idle]]&lt;br /&gt;
[[Image:bf3 lsat iron.jpg|thumb|none|600px|The LSAT LMG's iron sights. The rear sights are modeled after the KAC folding 600m.]]&lt;br /&gt;
[[Image:bf3 lsat reload1.jpg|thumb|none|600px|Pulling the charging handle to empty the chamber]]&lt;br /&gt;
[[Image:bf3 lsat reload2.jpg|thumb|none|600px|Removing the ammo box]]&lt;br /&gt;
[[Image:bf3 lsat reload3.jpg|thumb|none|600px|Feeding the ammo belt into the chamber]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] appears in the hands of some US Marines, and in the hands of the player character, fitted with an EOTech Holographic Weapon Sight (HWS). The weapon features a deployable bipod which can be used to increase accuracy during prolonged firing, at the cost of player mobility.&lt;br /&gt;
[[Image: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:BF3-M240-1.jpg|thumb|none|600px|One of Blackburn's fellow Marines, Montes, holds his M240B fitted with an M145 Machine Gun Optic.]]&lt;br /&gt;
[[File:BF3 M240B.jpg|thumb|none|600px|The player character in multiplayer holds an M240B with M145 Machine Gun Optic. The ammo box is fictional; it would block the ejection port in real life, and couldn't possibly be attached at all in reality because the M240B lacks the necessary parts to attach an ammo box on its bottom. The weapon is correctly shown only ejecting links to the right side, though.]]&lt;br /&gt;
[[File:BF3 M240 (1).jpg|thumb|none|600px|Aiming the M240B.]]&lt;br /&gt;
[[File:BF3 M240 (2).jpg|thumb|none|600px|Pulling the charging handle back at the start of a reload.]]&lt;br /&gt;
[[File:BF3 M240 (3).jpg|thumb|none|600px|Placing the belt into the feed tray.]]&lt;br /&gt;
&lt;br /&gt;
==M249==&lt;br /&gt;
An [[M249]] is featured in the game, identified by its STANAG magazine well. It has a fixed buttstock, short paratrooper barrel, and the railed heat shield of the Mk 46 Mod 0. This configuration is typical of Airsoft &amp;quot;Mk 46&amp;quot; guns which have Mk 46 features but retain their STANAG wells.&lt;br /&gt;
[[File:Fn_m249saw_mk2_10-1-.jpg|thumb|none|450px|M249 - 5.56x45mm]]&lt;br /&gt;
[[File:Mk 46 Mod 0.jpg|thumb|none|450px|Mk 46 Mod 0 - 5.56x45mm]]&lt;br /&gt;
[[Image:BF3-M249-1.jpg|thumb|none|600px|Blackburn holds the hybrid SAW near the end of Operation Swordbreaker. Note the STANAG magazine well visible under the belt.]]&lt;br /&gt;
[[Image:BF3-SAW-1.jpg|thumb|none|600px|Blackburn sets up the bipod of his SAW.]]&lt;br /&gt;
&lt;br /&gt;
==M60E4==&lt;br /&gt;
The [[M60E4]] is the last MG to be unlocked in the Support kit. Extended magazines gifts the weapon with a massive 200 round box and this is visually shown on the weapon when attached.&lt;br /&gt;
[[Image:M60E4-mk43.jpg|thumb|none|450px|M60E4 Mk.43 with Picatinny rails, RIS foregrip, and ammo belt - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M60-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M60E4 with M145 Machine Gun Optic as Kaffarov's bodyguards have the brilliant idea of firing an RPG-7 indoors.]]&lt;br /&gt;
&lt;br /&gt;
==QBB-95==&lt;br /&gt;
The [[QBB-95]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Support kit. It uses 75-round drums, and has the highest capacity of any weapon in the game besides belt-fed LMGs.&lt;br /&gt;
[[Image:QBB95ds.jpg|thumb|none|450px|QBB-95 with 75-round drum magazine and Y/MA 95-002 scope - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QBB95-1.jpg|thumb|none|600px|QBB-95 on the customise menu.]]&lt;br /&gt;
[[file:bf3 qbb95 idle.jpg|thumb|none|600px|The QBB-95 fitted with a PKA-S holographic sight. Note the Picatinny rail added above the carrying handle, which normally has a dovetail mount for optics.]]&lt;br /&gt;
[[file:bf3 qbb95 reload.jpg|thumb|none|600px|Inserting a fresh drum magazine into the QBB-95. The carry handle appears to be modeled a bit more bulky than in reality.]]&lt;br /&gt;
[[file:bf3 qbb95 charge.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==QJY-88==&lt;br /&gt;
The [[Norinco QJY-88]] returns from ''Bad Company 2'', once again called the &amp;quot;Type 88&amp;quot;. This isn't wrong per se (the weapon is named &amp;quot;Type 88 GPMG&amp;quot; in Chinese), but quite odd, as the QBZ-95B, QBB-95, and QBU-88 all use their proper &amp;quot;QB&amp;quot; designations.&lt;br /&gt;
[[Image:Type88gpmg2.jpg|thumb|450px|none|Norinco QJY-88 - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QJY88-1.jpg|thumb|none|600px|Dmitri Mayakovsky discovers a QJY-88 with the rare and for some reason unpopular linoleum-plated finish.]]&lt;br /&gt;
[[Image:BF3QJY-88.jpg|thumb|none|600px|The QJY-88 idle]]&lt;br /&gt;
[[Image:Bf3QJY-88reload.jpg|thumb|none|600px|Removing the spent belt box]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
The [[PKP Pecheneg]] appears in the game. It features high stopping power like other 7.62 weapons, and is more accurate than other LMGs, but has a sharp vertical recoil and less than optimal mobility due to its weight.&lt;br /&gt;
[[Image:Pecheneg.jpg|thumb|450px|none|PKP Pecheneg machine gun with ammo box - 7.62x54mmR]]&lt;br /&gt;
[[Image:BF3-PKP-1.jpg|thumb|none|600px|Blackburn holds a PKP Pecheneg as he infiltrates someone's garage in &amp;quot;Operation Guillotine.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-PKP-2.jpg|thumb|none|600px|Dmitri Mayakovski uses his PKP Pecheneg to make some amendments to the internal layout of a building. Mostly new doors. Note that the non-disintegrating belt of the PKP has been portrayed as a disintegrating belt.]]&lt;br /&gt;
&lt;br /&gt;
==RPK==&lt;br /&gt;
The [[RPK light machine gun]] is the starting weapon for the Russian Support class. It is referred to in game as an &amp;quot;[[RPK light machine gun#RPK-74|RPK-74M]]&amp;quot;, a modernised 5.45x39mm version with synthetic furnishings and a flash hider, despite that it is shown with a 7.62x39mm magazine and no flash hider. The weapon's damage matches the idea that it is a -74 model, as it is scaled to the 5.56mm machine guns, as opposed to behaving like a 7.62x39. When mounting optics the weapon gains side-mounted bracket for attaching them; if it does not mount optics, the bracket is not present. It can sometimes be found fitted with a vertical front grip attached to the underside of the handguard.&lt;br /&gt;
&lt;br /&gt;
[[Image:RPK lmg.jpg|thumb|none|450px|RPK Light Machine Gun with 40 round magazine - 7.62x39mm]]&lt;br /&gt;
[[Image:rpk74m.jpg|thumb|none|450px|An actual RPK-74M with 45-round box magazine for comparison - 5.45x39mm]]&lt;br /&gt;
[[Image:BF3-RPK-1.jpg|thumb|none|600px|Blackburn holds an RPK equipped with a Kobra reflex sight during &amp;quot;Uprising.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-RPK-2.jpg|thumb|none|600px|Blackburn looks down at an RPK on the ground; note the lack of a rail under the handguard. Despite this, it can still mount a RIS foregrip.]]&lt;br /&gt;
[[Image:BF3-RPK-3.jpg|thumb|none|600px|Reloading an RPK fitted with an odd aftermarket bipod; the real RPK bipod is fixed just behind the front sight and folds backwards. This bipod is actually shorter than the magazine and therefore would not be particularly useful.]]&lt;br /&gt;
&lt;br /&gt;
==L86A1==&lt;br /&gt;
The [[Enfield L86A1]] is a weapon added as a part of the ''Close Quarters'' DLC. In game it's named the &amp;quot;L86A2&amp;quot; and features a 45+1 magazine, despite being modelled with a 30 round one. Like in [[Call of Duty: Modern Warfare 2]] its rear foregrip is unused. In game it handles much like the L85A2. Its low rate of fire is balanced by its low recoil. It comes with a bipod by default.&lt;br /&gt;
[[File:SA80-L86A1.jpg|thumb|none|450px|Enfield L86A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[file:bf3 l86a2 idle.jpg|thumb|600px|none|The &amp;quot;L86A2&amp;quot; idle. Unlike the L85A2, the dovetail mount is used for all sights.]]&lt;br /&gt;
[[file:bf3 l86a2 reload.jpg|thumb|600px|none|Removing an empty magazine]]&lt;br /&gt;
[[File:bf3 l86a2 bolt.jpg|thumb|600px|none|Slapping the bolt release to chamber a new round]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
===MG36===&lt;br /&gt;
Despite the fact that BF3's &amp;quot;MG36&amp;quot; is a hybrid of G36 variants, a configuration correct for an actual MG36 appears on the Dog Tag the player is awarded with for getting 500 kills with it.&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles=&lt;br /&gt;
Unusually, Recon players can opt for low-magnification optics, unmagnified reflex/red-dot sights, or even iron-sights in lieu of the standard high-magnification optics.&lt;br /&gt;
&lt;br /&gt;
==Barrett M98B==&lt;br /&gt;
The [[Barrett M98B|M98B]] is the last bolt action unlocked. It is incredibly accurate and powerful, but is heavy and suffers from substantial sway unless a bipod is used. For balance reasons the magazine capacity is limited to 5 rounds instead of the real world's 10.&lt;br /&gt;
[[Image:0129481.jpg|thumb|none|450px|Barrett M98B with Harris bipod - .338 Lapua Magnum]]&lt;br /&gt;
[[Image:BF3-98B-2.jpg|thumb|none|600px|Good plan on the icon and world model.]]&lt;br /&gt;
[[Image:BF3-98B-1.jpg|thumb|none|600px|Blackburn uses an M98B with the bipod set up as he assaults the bank at the end of &amp;quot;Operation Guillotine.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-98B-3.jpg|thumb|none|600px|View through the Barrett M98 scope.]]&lt;br /&gt;
[[Image:BF3-98B-4.jpg|thumb|none|600px|Blackburn has M98B at the entrance to the basement of the bank.]]&lt;br /&gt;
&lt;br /&gt;
==Barrett M107==&lt;br /&gt;
The [[Barrett M107]] is available in the game, however, DICE felt that the .50 caliber round it uses would either be overpowered if depicted properly, or feel useless if kept balanced, so they opted to simply not have it in multiplayer. It only appears in the singleplayer level &amp;quot;Kaffarov&amp;quot;, where player character Dmitri Mayakovsky acquires it due to a somewhat bizarre series of events that don't seem to play out quite the way they were intended to. Here, it is equipped with a thermal scope.&lt;br /&gt;
[[Image:Berrett M107.jpg|thumb|none|450px|Barrett M107 long range sniper rifle - .50 BMG.]]&lt;br /&gt;
[[Image:BF3-Barrett-1.jpg|thumb|none|600px|In the room ''before'' Dmitri Mayakovsky is actually supposed to get the M107, he acquires the M107 by approaching the door.]]&lt;br /&gt;
[[Image:BF3-Barrett-2.jpg|thumb|none|600px|On opening the door he finds an enemy sniper kindly carrying the M107 he already has, with the barrel pretending to be a bipod and the magazine very badly wanting to be the pistol grip.]]&lt;br /&gt;
[[Image:BF3-SV98-1.jpg|thumb|none|600px|&amp;quot;Thank you, I had no idea why I was carrying that.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-Barrett-3.jpg|thumb|none|600px|Dmitri Mayakovsky thanks the man by murdering him with his own SV-98 and proceeds onward, armed with the M107.]]&lt;br /&gt;
[[Image:Bf3 barrett m107 reloaded 1.jpg|thumb|none|600px|Down by the pool, Dmitri reloads his M107, changing out the magazine...]]&lt;br /&gt;
[[Image:Bf3 barrett m107 reloaded 2.jpg|thumb|none|600px|...then pulling on the charging handle.]]&lt;br /&gt;
[[Image:Bf3 barrett m107 world.jpg|thumb|none|600px|World model of the M107.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International AWM-F==&lt;br /&gt;
The [[Accuracy International AWM|Accuracy International AWM-F]] is included in the ''Back to Karkand'' expansion pack as the &amp;quot;L96&amp;quot; (the British designation of the Accuracy International Precision Marksman; the actual British designation of the AWM is L115A1/A3), and can be used by the Recon kit. True to its reputation, the gun is extremely accurate at long ranges, with minimal bullet drop allowing for precise headshots. Its ballistics are modeled after the L96A1's 7.62 NATO chambering rather the the AW Magnum's .338 Lapua.&lt;br /&gt;
&lt;br /&gt;
[[Image:Accuracy International AWM.jpg|thumb|none|400px|Accuracy International AWM-F - .300 Win Mag]]&lt;br /&gt;
[[File:AI AW G22.jpg|thumb|400px|none|G22 (AWM-F) - .300 Winchester Magnum]]&lt;br /&gt;
[[Image:BF3-L96-1.jpg|thumb|none|600px|AWM-F on the customise menu.]]&lt;br /&gt;
[[file:bf3 l96 idle.jpg|thumb|none|600px|The &amp;quot;L96&amp;quot; idle with iron sights. The front sight is from the G22, and is not removed when a scope is mounted. Also note the Airman camouflage.]]&lt;br /&gt;
[[file:bf3 l96 reload 1.jpg|thumb|none|600px|Pulling back the bolt to empty the chamber.]]&lt;br /&gt;
[[file:bf3 l96 reload 2.jpg|thumb|none|600px|Inserting a full magazine.]]&lt;br /&gt;
[[file:bf3 l96 reload 3.jpg|thumb|none|600px|Pushing the bolt back into place to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==MKEK JNG-90==&lt;br /&gt;
The [[MKEK JNG-90]] was included for the Recon class in the ''Close Quarters'' expansion pack. To acquire it, the player would have to complete an assignment.&lt;br /&gt;
[[Image:JNG-90.jpg|thumb|none|450px|MKEK JNG-90 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:bf3 jng idle.jpg|thumb|none|600px|The MKEK JNG-90 fitted with a Russian PKS-07 scope.]]&lt;br /&gt;
[[Image:bf3 jng reload1.jpg|thumb|none|600px|Pulling back the bolt]]&lt;br /&gt;
[[Image:bf3 jng reload2.jpg|thumb|none|600px|Inserting a new magazine]]&lt;br /&gt;
[[Image:bf3 jng reload3.jpg|thumb|none|600px|Pushing the bolt back into place. The JNG-90 seems to use the same reload animation as the L96.]]&lt;br /&gt;
&lt;br /&gt;
==M14 (in Sage chassis)==&lt;br /&gt;
An [[M14]] in a Sage chassis appears as a sniper rifle in the Recon class, though it is incorrectly referred to as the [[M39 Enhanced Marksman Rifle|M39 EMR]]. It is unlocked when the player receives 58,000 Co-Op Score.&lt;br /&gt;
[[Image:Sagem14 09-1-.jpg|thumb|none|450px|M14 with Sage stock and scope - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:M-39EMR.jpg|thumb|none|450px|M39 Enhanced Marksman Rifle - 7.62x51mm NATO, for comparison. Note the longer gas cylinder below the barrel.]]&lt;br /&gt;
[[Image:BF3-M39-1.jpg|thumb|none|600px|Dmitri Mayakovsky holds an M14 rather curiously equipped with a Russian PK-AS optic as he looks around Kaffarov's villa. He might be a bad guy, but he sure knows how to keep the place neat.]]&lt;br /&gt;
[[Image:Rrt877 ebr reloading.jpg|thumb|none|600px|The player character in multiplayer simultaneously reloads the M14 and demonstrates that ''Battlefield 3'' does not necessary require you to have a sniper scope on your sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M40A5==&lt;br /&gt;
The [[M40A5 Sniper Rifle]] is the second bolt-action rifle unlocked for the Recon class. It has lower muzzle velocity than the other bolt-action rifles, but benefits from the fastest cycle time between shots and moderately low sway.&lt;br /&gt;
[[Image:M40A5.jpg|thumb|none|450px|M40A5 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M40-1.jpg|thumb|none|600px|Blackburn holds a suppressed M40A5 fitted with an IR scope during the mission &amp;quot;Night Shift.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==HK417==&lt;br /&gt;
The Heckler and Koch [[HK417]] is added in the ''Close Quarters'' expansion pack. Much like the HK53 and the HK416, it lacks the 'HK' prefix and is instead called the M417 in game. It's limited to semi-automatic fire in game and features a 20 round magazine. In game it performs as a hybrid of the Mk11/M39/SVD and the SKS. It has the damage of the MK11/M39/SVD with the capacity of the SKS and a rate of fire that's inbetween the two. It has manageable recoil, and comes with a 8x scope by default. It comes correctly equipped with early-production 20-round HK417 magazines, but are colored grayish instead of transparent. This can be easily seen by looking at the magazine while crawling. &lt;br /&gt;
[[Image:HK417_20MOD.jpg|thumb|450px|none|Heckler &amp;amp; Koch 417 with 20&amp;quot; barrel, Leupold Mark 4 scope, and Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:bf3 m417 idle.jpg|thumb|600px|none|The &amp;quot;M417&amp;quot; idle, equipped with an 8x scope. Like M27 and HK416, the backside of the charging handle is modeled completely solid.]]&lt;br /&gt;
[[Image:bf3 m417 reload1.jpg|thumb|600px|none|The &amp;quot;M417&amp;quot; with its magazine removed]]&lt;br /&gt;
[[Image:bf3 m417 reload2.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[Image:bf3 m417 bolt.jpg|thumb|600px|none|Slapping the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] appears in BF3 under the name Mk 11 Mod 0, its designation in SOCOM. It is found occasionally in the single-player campaign. It is the default rifle for the US Recon kit in multiplayer, outfitted by standard with a 8x rifle scope.&lt;br /&gt;
[[File:Knights-Armament-SR-25-Mk11-Mod-0Unsuppressed.jpg|thumb|none|450px|Knight's Armament SR-25 with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-Mod11-1.jpg|thumb|none|600px|Blackburn holds a scoped Mk 11 Mod 0 during the mission &amp;quot;Operation Swordbreaker&amp;quot;.]]&lt;br /&gt;
[[Image:BF3-Mod11-2.jpg|thumb|none|600px|Campo holds Mk 11 Mod 0 with a silencer and red-dot sight in the mission &amp;quot;Night Shift&amp;quot;.]]&lt;br /&gt;
[[Image:BF3-Mk 11-1.jpg|thumb|none|600px|A Marine sniper in multiplayer provides some overwatch with his scoped Mk 11 Mod 0.]]&lt;br /&gt;
[[Image:BF3-Mk 11-2.jpg|thumb|none|600px|After some successful hunting, he reloads his rifle...]]&lt;br /&gt;
[[Image:BF3-Mk 11-3.jpg|thumb|none|600px|...and hits the bolt-release. Note that the fire-selector is set to safe.]]&lt;br /&gt;
[[Image:Bf3 mk11 mod 0 world.jpg|thumb|none|600px|Icon and world model for the Mk 11 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco NDM-86==&lt;br /&gt;
The .308 variant of the [[Norinco NDM-86]] returns from ''[[Battlefield Play4Free]]'', once again appearing as the ''[[SVD]]'' It is default for the Russian Recon Kit sporting a PKS-07 7x Scope by default, though the correct PSO-1 4x scope is the first attachment unlocked at only 10 kills.&lt;br /&gt;
[[Image:Ndm86.jpg|thumb|none|450px|Norinco NDM-86 - .308 Winchester/7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3 NorincoNDM Multi.jpg|thumb|none|600px|The player character in multiplayer holds an NDM-86 fitted with a PKS-07 scope.]]&lt;br /&gt;
[[File:BF3 SVD (1).jpg|thumb|none|600px|Aiming through a PSO-1 scope mounted on a NDM-86.]]&lt;br /&gt;
[[File:BF3 SVD (2).jpg|thumb|none|600px|Rocking in a magazine.]]&lt;br /&gt;
[[File:BF3 SVD (3).jpg|thumb|none|600px|Releasing the bolt (it properly locks back upon empty).]]&lt;br /&gt;
[[File:BF3 SVD (4).jpg|thumb|none|600px|Iron sights of the NDM-86, looking into a surreal artifact of the Xbox 360 version running on the Xbox One emulator.]]&lt;br /&gt;
&lt;br /&gt;
==QBU-88==&lt;br /&gt;
The [[QBU-88]] is included in the ''Back to Karkand'' expansion pack, and can be used by the Recon kit.&lt;br /&gt;
[[Image:Qbu-88-0.jpg|thumb|none|450px|Norinco QBU-88 - 5.8x42mm]]&lt;br /&gt;
[[Image:BF3-QBU88-1.jpg|thumb|none|600px|The QBU-88 on the customisation screen, note the game claims to it being chambered in 7.62x54R which has since been patched to show the correct 5.8x42mm ammuntion.]]&lt;br /&gt;
[[file:Bf3 Qbu 88 idle.jpg|thumb|none|600px|The QBU-88 Idle, fitted with a PKS-07 7x scope. Note the folded down iron sights (which are the default sight options), and that the scope seems more or less welded to the top of the receiver, which happens with all alternate sights.]]&lt;br /&gt;
[[file:bf3 qbu 88 reload.jpg|thumb|none|600px|Reloading. The character will first grab a new magazine, then pull out the dry one with the fresh one still in hand, then proceed to insert it, as seen here.]]&lt;br /&gt;
[[file:bf3 qbu 88 bolt.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M59/66 SKS==&lt;br /&gt;
The Yugoslavian M59/66 variant of the [[SKS]] appears in-game, with synthetic Tapco furniture and uses 20 round magazines. It can be identified as the Yugoslavian variant by the design of the front sight with an integrated grenade sight, and by its muzzle device. It is a good choice for close range compared to other Recon-class rifles due to its higher mobility/low weight, 20-round capacity and low recoil, at the cost of less hitting power and range.&lt;br /&gt;
[[Image:Sks_tapco_stock.jpg|thumb|none|450px|Yugoslavian M59/66 SKS with Tapco furniture (the in-game gun has the folding bayonet removed) - 7.62x39mm]]&lt;br /&gt;
[[Image:BF3-SKS-1.jpg|thumb|none|600px|M59/66 SKS on the customise menu.]]&lt;br /&gt;
[[Image:BF3 SKS.jpg|thumb|none|600px|The player character in multiplayer holds an M59/66 SKS as he ponders if there might be a tank nearby.]]&lt;br /&gt;
[[File:BF3 SKS (1).jpg|thumb|none|600px|Iron sights of the SKS.]]&lt;br /&gt;
[[File:BF3 SKS (2).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[File:BF3 SKS (3).jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==SV-98==&lt;br /&gt;
The [[SV-98]] returns as the first unlockable bolt action rifle, with the best mobility and close-up performance among bolt-action rifles.&lt;br /&gt;
[[Image:SV98.jpg|thumb|none|450px|SV-98 with suppressor, bipod, carrying handle, and mirage band - 7.62x54mmR]]&lt;br /&gt;
[[Image:BF3-SV98-1.jpg|thumb|none|600px|During an extremely confusing QTE, an enemy sniper holds an SV-98.]]&lt;br /&gt;
[[Image:BF3 SV98.jpg|thumb|none|600px|SV-98 fitted with the unnamed 12x scope, without a bipod.]]&lt;br /&gt;
[[Image:BF3SV98reload.jpg|thumb|none|600px|Removing the spent magazine.]]&lt;br /&gt;
[[Image:Bf3SV-98bolt.jpg|thumb|none|600px|Closing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==FGM-148 Javelin==&lt;br /&gt;
The [[FGM-148 Javelin|Javelin]] appears and can be used in either top-down or direct-fire modes, and obviously needs a lock to fire. In the campaign, Blackburn uses one during &amp;quot;Operation Guillotine;&amp;quot; here it has infinite ammunition. During the latter sequence, the Javelin is shown firing at absurdly short range; in real life it has a minimum range of around 250 feet.&lt;br /&gt;
[[Image:Javalin.jpg|thumb|none|400px|FGM-148 Javelin - 127mm]]&lt;br /&gt;
[[Image:BF3-Javelin-1.jpg|thumb|none|600px|Harassed by tanks during &amp;quot;Operation Guillotine,&amp;quot; Blackburn comes across his salvation in the form of an FGM-148 Javelin launcher.]]&lt;br /&gt;
[[Image:BF3-Javelin-2.jpg|thumb|none|600px|Blackburn holds the Javelin. Note the help text misidentifies it as a SMAW.]]&lt;br /&gt;
&lt;br /&gt;
==GP-30==&lt;br /&gt;
If the M320 is mounted to a Russian weapon (namely the AEK-971, AK-74M, and AN-94) through the Underslung Rail attachment, it instead becomes a [[GP-30]]. It is correctly depicted firing VOG-25 caseless rounds, and the launcher is not flicked downwards to eject the spent casing as is common in first-person shooters.&lt;br /&gt;
[[File:GP-30.jpg|thumb|none|350px|GP-30 - 40mm]]&lt;br /&gt;
[[Image:GP-30BF3.jpg|thumb|none|600px|The GP-30 mounted on an newer model AEK-971]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is the standard grenade launcher of ''Battlefield 3''. The M320 can either be mounted on the rifle via the Underslung Rail attachment, or used in standalone. It can fire standard HE, buckshot, or smoke rounds. ''Close Quarters'' DLC added a &amp;quot;LVG&amp;quot; round for the M320; the name stands for &amp;quot;Low-velocity grenade&amp;quot; (and it does fly slower than the other grenade variants), but functionally the grenade is an HE grenade with a 3-second time fuze instead of an impact fuze, allowing it to bounce off walls.&lt;br /&gt;
[[Image:XM320 stock extended.jpg|thumb|none|400px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[Image:BF3-M320-1.jpg|thumb|none|600px|Blackburn holds a standalone M320 at the start of &amp;quot;Operation Guillotine.&amp;quot; This appears to be randomly dropped by US infantry in this area.]]&lt;br /&gt;
[[Image:BF3-M320-2.jpg|thumb|none|600px|As usual for an FPS protagonist, Blackburn is of the &amp;quot;pick a random notch and use it like a regular iron sight&amp;quot; school of leaf sight use.]]&lt;br /&gt;
[[Image:BF3-M320-3.jpg|thumb|none|600px|Reloading the standalone M320; note the front grip visible and the fire selector always set to safe.]]&lt;br /&gt;
[[Image:BF3-M320-4.jpg|thumb|none|600px|Blackburn reloads the M320 mounted under his HK416. Note that here he is removing the &amp;quot;spent&amp;quot; round; there appears to only be one grenade round model, so the fired round is shown unfired.]]&lt;br /&gt;
&lt;br /&gt;
==Pansarskott m/86==&lt;br /&gt;
The Pansarskott m/86, a Swedish version of the [[M136 AT4]] with a folding front grip, appears in the hands of US Marines. The m/86 only appears in the Singleplayer campaign. It is incorrectly referred to as an &amp;quot;RPG&amp;quot;.&lt;br /&gt;
[[Image:Pskott86.jpg|thumb|none|400px|Pansarskott m/86, Swedish Army version of the M136 AT4 with folding foregrip - 84mm]]&lt;br /&gt;
[[Image:BF3-AT4-3.jpg|thumb|none|600px|Blackburn readies a Pansarskott m/86 as the squad try to take out a sniper hidden in a hotel. Note the rear sight: the larger 7mm peephole used here is only really supposed to be used in low visibility conditions, and under the clear conditions shown, the scythe-like &amp;quot;leaf blade&amp;quot; should be rotated to bring the 2mm peephole in line with the 7mm peephole.]]&lt;br /&gt;
[[Image:BF3-AT4-2.jpg|thumb|none|600px|The results of using it are fairly predictable. &amp;quot;Good effect on target!&amp;quot;]]&lt;br /&gt;
[[Image:BF3-AT4-1.jpg|thumb|none|600px|Throughout the campaign, Matkovic carries a Pansarskott m/86 on his back.]]&lt;br /&gt;
&lt;br /&gt;
==M224 Mortar==&lt;br /&gt;
At the start of &amp;quot;Operation Guillotine,&amp;quot; Blackburn is tasked with briefly carrying an [[M224 Mortar]] as he advances with his fellow Marines; here it cannot be used by the player, and is used by NPCs to fire illumination rounds during the night-time mission. In multiplayer it can be used by the Support class; the M224 in multiplayer has infinite ammunition and can fire smoke or HE rounds. In singleplayer, it is shown with no baseplate fitted, which would make it practically impossible to actually use.&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar - 60mm]]&lt;br /&gt;
[[Image:BF3-M224-1.jpg|thumb|none|600px|Blackburn looks at the set-up M224, wondering when he can have a go.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 153 Mod 0 SMAW==&lt;br /&gt;
The [[Mk 153 Mod 0 SMAW]] appears as the American Engineer's unguided rocket launcher.&lt;br /&gt;
[[Image:Mk153SMAW.jpg|thumb|none|450px|Mk 153 Mod 0 SMAW - 83mm]]&lt;br /&gt;
[[Image:BF3 SMAW.jpg|thumb|none|600px|The player wields the MK 153 SMAW as he prepares to dish out some disproportionate retribution on some tumbleweeds for giving him allergies.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7V2==&lt;br /&gt;
The [[RPG-7]] is featured as the Russian Engineer's unguided rocket launcher. It incorrectly shows it as 83 mm, which a PG-VL HEAT is 93 mm. &lt;br /&gt;
&lt;br /&gt;
The weapon's Battlelog description states that it fires &amp;quot;GP-7VL&amp;quot; rocket propelled grenades, presumably a corruption or a typo of PG-7VL, even though the in-game weapon uses PG-7V grenades. &lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:BF3-RPG7-1.jpg|thumb|none|600px|Practically invisible in his well-planned cover position, an Iranian soldier with an RPG-7 plots his next move, apparently oblivious to the 70-ton American tank lurking close by.]]&lt;br /&gt;
[[Image:Rrt877 rpg.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Rrt877 rpg reloading.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==SA-7 Grail==&lt;br /&gt;
The [[SA-7 Grail]] appears as the Russian Engineer's anti-air launcher, misnamed as an [[SA-18 Grouse]] (Russian: 9K38 Igla). As in the previous ''Battlefield'' games the name is given as &amp;quot;SA-18 Igla&amp;quot;, using the US designation, but the Russian nickname.&lt;br /&gt;
[[Image:800px-SA-7.jpg|thumb|none|450px|SA-7 Grail launcher and missile - 72mm]]&lt;br /&gt;
[[Image:BF3BL9K38.jpg|thumb|none|350px|In-game render of the SA-7.]]&lt;br /&gt;
[[Image:BF3 SA18 Multi.jpg|thumb|none|600px|The player character holds an SA-7 in multiplayer as he wonders whether a checkpoint office counts as a vehicle.]]&lt;br /&gt;
&lt;br /&gt;
==Training Set Guided Missile M134==&lt;br /&gt;
The &amp;quot;[[FIM-92 Stinger]]&amp;quot; in the game is actually an M134 training set with the rear-mounted performance indicator removed: it has &amp;quot;Tracking rainer&amp;quot; written on the gripstock unit (apparently referenced from a photograph where one T was not visible), a blue marking on the BCU well, and has a training battery that projects clear of the underside of the gripstock fitted instead of a normal BCU. It appears as the American Engineer's anti-air launcher. A Training Set with an infinite number of reloads is also found in the singleplayer mission &amp;quot;Rock and a Hard Place.&amp;quot; As is normal in videogames, the iron sight is depicted as a digital sight complete with lock-on target boxes.&lt;br /&gt;
&lt;br /&gt;
Amusingly, the &amp;quot;TRACKING RAINER&amp;quot; mark was later copied onto fake Stinger missiles fabricated by a group of Ukrainian separatist rebels, the Lugansk People's Republic, in 2015, who claimed these &amp;quot;weapons&amp;quot; were proof that the United States had been supplying military aid to the Ukrainian government.&lt;br /&gt;
&lt;br /&gt;
[[Image:M134 Stinger.jpg|thumb|none|450px|Training Set Guided Missile M134, a tracking and acquisition training device for the FIM-92 Stinger - 70mm]]&lt;br /&gt;
[[Image:Trainer-v-BCU.jpg|thumb|none|450px|Training Set Guided Missile M134 training battery compared to FIM-92 Stinger Battery Coolant Unit.]]&lt;br /&gt;
[[Image:BF3-Stinger-1.jpg|thumb|none|600px|Finding himself under attack from an Su-25 &amp;quot;Frogfoot&amp;quot; ground-attack plane, Blackburn searches the wreckage of an M1161 &amp;quot;Growler&amp;quot; ITV. Thankfully, the Stinger stunt double is apparently made of stronger stuff than the light vehicle which exploded with it inside. The weapon resting on its unfolded IFF antenna cannot be good for it. Note the training battery projecting from the bottom of the gripstock.]]&lt;br /&gt;
[[Image:BF3-Stinger-2.jpg|thumb|none|600px|Quickly grabbing the &amp;quot;Stinger&amp;quot;, Blackburn has one last look in completely the wrong direction...]]&lt;br /&gt;
[[Image:BF3-Stinger-5.jpg|thumb|none|600px|...before sighting up the Su-25 and locking on, struggling not to go blind.]]&lt;br /&gt;
[[Image:BF3-Stinger-3.jpg|thumb|none|600px|The Frogfoot, clearly taking the alleged Stinger extremely seriously, apparently decides to take its own life; while sometimes it will only start smoking after being hit, other times, as here, it will not even wait for the missile to hit it.]]&lt;br /&gt;
[[Image:BF3-Stinger-4.jpg|thumb|none|600px|Blackburn holds another &amp;quot;Stinger&amp;quot; as the Frogfoot manages one last dramatic flyby. &amp;quot;I regret nothing!&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Dog Tag Weapons==&lt;br /&gt;
===GL1===&lt;br /&gt;
The F2000's GL1 appears on the Dog Tag awarded for 100 kills with the F2000, mounted to the rifle.&lt;br /&gt;
&lt;br /&gt;
===M203===&lt;br /&gt;
The [[M203]] appears on three Dog Tags. The first is the Dog Tag awarded for 100 kills with the M320/GP-30 where it appears not mounted to anything, the second is the Dog Tag awarded for 500 kills with the M320/GP-30, where it appears mounted to an M16A1, and the third is the Dog Tag awarded for 100 kills with the HK416, mounted to the rifle, just like it was in the ''Bad Company'' series.&lt;br /&gt;
&lt;br /&gt;
=Explosives=&lt;br /&gt;
&lt;br /&gt;
==M15 Anti-Tank mine==&lt;br /&gt;
The [[M15 anti-tank mine]] can be used by the Engineer kit. In Multiplayer mines that are placed can only be destroyed with explosives, shooting them has no effect, however Explosive FRAG rounds fired from shotguns will detonate the mine. The mine is pressure activated, meaning only something heavy like a vehicle will set it off, infantry running across will not detonate it.&lt;br /&gt;
&lt;br /&gt;
[[Image:Landmine-dod-closeup.jpg|thumb|none|350px|M15 Anti-Tank mine]]&lt;br /&gt;
[[Image:BF3 ATMine Multi.jpg|thumb|none|600px|The player ponders the idea of putting AT mines inside a tire and rolling them toward a tank.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore==&lt;br /&gt;
[[M18A1 Claymore]] anti-personnel mines can also be used by the Support kit. They are detonated by motion in front of the mine instead of the real Claymore's command detonation.&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|350px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:BF3 M18 Claymore.jpg|thumb|none|600px|The M18A1 Claymore in the hands of a US support.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is the primary grenade seen in ''Battlefield 3'', used by all factions. Instead of a grenade indicator, the body of the grenade flashes to make it more easily visible. Three grenades are carried in singleplayer. In multiplayer, every kit gets one as standard, but can equip two by using the &amp;quot;FRAG&amp;quot; specialization. There are two ways to throw grenades; either using a hotkey or by selecting the grenade as a weapon. The hotkey tosses the grenade instantly then switches back to the previously equipped weapon. Selecting the grenade manually allows multiple grenades to be thrown one after the other, and also allows the pin to be pulled and the grenade prepared for tossing - though as the spoon is held down, this does not actually &amp;quot;cook&amp;quot; the grenade's fuse.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 hand grenade]]&lt;br /&gt;
[[Image:BF3-M67-1.jpg|thumb|none|600px|Blackburn readies an M67 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M84 stun grenade==&lt;br /&gt;
Blackburn uses an [[M84 stun grenade]] to disorient a group of PLR fighters at the bottom of an elevator shaft.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|M84 stun grenade]]&lt;br /&gt;
[[Image:BF3-Flashbang-1.jpg|thumb|none|600px|Blackburn, after managing not to fall to his death while rappelling down an elevator, readies an M84 &amp;quot;flashbang&amp;quot; grenade.]]&lt;br /&gt;
[[Image:BF3-Flashbang-2.jpg|thumb|none|600px|Blackburn throws the grenade. This frame and the next both show that, in common with many modern shooters, the thrown model is the same as the &amp;quot;in world&amp;quot; model for this grenade and so the safety lever is still attached.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AT-14 Spriggan==&lt;br /&gt;
The [[AT-14 Spriggan]] appears in the game as the Russian counter to the American BGM-71 TOW mentioned below, and is also a secondary weapon on the BMP-2M APC.&lt;br /&gt;
[[Image:AT14-Spriggan.JPG|thumb|none|400px|AT-14 Spriggan launcher and missile - 152mm]]&lt;br /&gt;
[[File:BF3 Kornet (1).jpg|thumb|none|600px|The AT-14 at an intersection on Caspian Border.]]&lt;br /&gt;
[[File:BF3 Kornet (2).jpg|thumb|none|600px|Aiming the ATGM.]]&lt;br /&gt;
&lt;br /&gt;
==BGM-71 TOW==&lt;br /&gt;
The [[BGM-71 TOW]] appears in the game as an emplaced anti-tank missile launcher for the US faction.&lt;br /&gt;
[[Image:Tow 07.jpg|thumb|none|400px|BGM-71 TOW on M220 tripod - 152mm]]&lt;br /&gt;
[[Image:Bf3 GM-71 TOW in Game 1.jpg|thumb|none|600px|The player character in multiplayer tracks down a TOW launcher.]]&lt;br /&gt;
[[Image:Bf3 GM-71 TOW in Game 2.jpg|thumb|none|600px|Another view of the same launcher.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] heavy machine gun appears in the game mounted on vehicles, including M1A2 Abrams tanks. In terms of gameplay, the M2HB behaves more like a medium machine gun, requiring three or four shots to kill infantry, and dozens to disable a vehicle. In multiplayer, M1 tanks can be fitted with an M2HB mounted above the main cannon. When mounted like this, the M2's rate of fire slows to about 400rpm but gains a damage bonus that puts its power more in line with its real life counterpart. These changes were likely made to keep heavy machine guns from being overly powerful compared to other weapons.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|450px|Browning M2HB heavy machine gun in vehicle mount - .50 BMG]]&lt;br /&gt;
[[Image:BF3-M2-1.jpg|thumb|none|600px|At the end of &amp;quot;Uprising,&amp;quot; Blackburn takes control of an M2HB mounted on a Humvee as he defends a landing zone until a V-22 Osprey can extract the scattered Marines.]]&lt;br /&gt;
[[Image:BF3-M2-2.jpg|thumb|none|600px|Near the end of &amp;quot;Thunder Run,&amp;quot; Sergeant Jonathan Miller mans his tank's .50 cal. It seems in the game's fiction the US Marine Corps has upgraded their Abrams tanks, since Anvil 3 is an M1A2, currently used only by the US Army. Note the TUSK gunshields for the missing loader's M240 are instead fitted to the M2.]]&lt;br /&gt;
[[Image:BF3-M2-3.jpg|thumb|none|600px|A M2HB mounted on M1161 &amp;quot;Growler&amp;quot; ITV.]]&lt;br /&gt;
&lt;br /&gt;
==DShK heavy machine gun (mounting)==&lt;br /&gt;
Mountings for the [[DShK heavy machine gun]] can be seen on Iranian Type-72Z main battle tanks, modernised versions of the Russian T-55. These tanks seem to have been modelled from museum display vehicles, since the gun itself is missing from the mounting.&lt;br /&gt;
[[Image:DShKM-vehicle-mount.jpg|thumb|none|450px|DShKM heavy machine gun in standard vehicle mounting on a Romanian TR-85 main battle tank - 12.7x108mm]]&lt;br /&gt;
[[Image:BF3-DShK-1.jpg|thumb|none|600px|An Iranian Type-72Z shows off the DShK it conspicuously does not have. Note the border at the edge of the screenshot is authentic, intended to display the edge of the Abrams' display screen as the vehicle moves around.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-8/A Avenger==&lt;br /&gt;
The [[General Electric GAU-8/A Avenger]] appears in the game as the secondary armament of the A-10 Thunderbolt II ground attack jet. The A-10 is not playable during campaign mode, but can be piloted in certain multiplayer maps, wherein the A-10's GAU-8/A is devastating against soft targets caught in the open.&lt;br /&gt;
[[Image:GAU-8A.jpg|thumb|450px|none|GAU-8/A Avenger complete with feed system and 1,174 round drum - 30x173mm]]&lt;br /&gt;
[[Image:BF3-GAU-1.jpg|thumb|none|600px|Jennifer Hawkins looks out at an A-10 Thunderbolt II armed with a GAU-8/A during the mission &amp;quot;Going Hunting.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-GAU-2.jpg|thumb|none|600px|Later in the mission Hawkins gets to call in gun runs from the A-10, here shown on thermal imaging.]]&lt;br /&gt;
&lt;br /&gt;
==GE M134 Minigun==&lt;br /&gt;
The [[GE M134 Minigun]] is seen mounted on AH-6 Little Birds in both single and multiplayer.&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M134-1.jpg|thumb|none|600px|An AH-6 &amp;quot;Little Bird&amp;quot; opens fire with its M134 minigun. Note that tracers are treated as solid by the engine, meaning the underside of what should be a bright light source is shown in shadow here. This is only really visible in stills.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-17/A==&lt;br /&gt;
Two [[GAU-17/A]] miniguns are mounted on the sides of UH-1Y helicopters and the Russian faction's Kamov Ka-60 helicopter.&lt;br /&gt;
[[Image:GAU-17A HH60.jpg|thumb|none|400px|General Dynamics GAU-17/A, US Air Force version of the M134 Minigun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-GAU17-1.jpg|thumb|none|600px|A GAU-17/A can be seen mounted on Kaffarov's private helicopter as Dmitri Mayakovsky dangles from it. Note it has no ammo feed.]]&lt;br /&gt;
[[File:BF3 Minigun (1).jpg|thumb|none|600px|Operating the Venom-mounted GAU-17/A. Note the flight suit gloves.]]&lt;br /&gt;
[[File:BF3 Minigun (2).jpg|thumb|none|600px|Looking at an idle Minigun.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-1==&lt;br /&gt;
The [[Gryazev-Shipunov GSh-30-1]] appears in the game as the secondary armament of the Su-35BM Flanker-E fighter jet.&lt;br /&gt;
[[Image:GSH30 1.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 with ammo belt 30mm]]&lt;br /&gt;
[[Image:BF3-MiG-3.jpg|thumb|none|600px|During the mission &amp;quot;Going Hunting,&amp;quot; Hawkins faces several Su-35BM Flanker-E aircraft, incorrectly referred to throughout as &amp;quot;MiGs.&amp;quot; This error is only present in the text in this mission; they are correctly named elsewhere in the game.]]&lt;br /&gt;
[[Image:BF3-MiG-1.jpg|thumb|none|600px|Chased by ''Shark 4-6'', one Su-35BM decides to show off with Pugachev's Cobra manoeuvre...]]&lt;br /&gt;
[[Image:BF3-MiG-2.jpg|thumb|none|600px|...giving Hawkins a nice look at its missile armament.]]&lt;br /&gt;
&lt;br /&gt;
==Gryazev-Shipunov GSh-30-2==&lt;br /&gt;
The [[Gryazev-Shipunov GSh-30-2]] appears in the game as the secondary armament of the Su-25TM (Su-39) Frogfoot ground attack jet.&lt;br /&gt;
[[Image:GSh-30-2.jpg|thumb|none|400px|Gryazev-Shipunov GSh-30-2 30mm automatic cannon - 30x165mm]]&lt;br /&gt;
[[Image:BF3-Frogfoot-1.jpg|thumb|none|600px|A Su-39 Frogfoot ground attack aircraft flies over as Blackburn finds himself between Iraq and a hard place.]]&lt;br /&gt;
[[Image:BF3-Frogfoot-2.jpg|thumb|none|600px|It soon returns for a series of gun runs as Blackburn has to move from cover to cover to find a Stinger. The Frogfoot here is basically firing a death ray with a deadzone around pieces of cover; moving out of cover is instant death during the time that counts as its attack even if it has already flown overhead and stopped firing.]]&lt;br /&gt;
&lt;br /&gt;
==Kord==&lt;br /&gt;
The [[Kord heavy machine gun]] is mounted on the T-90A tank, Russian army buggies and Vodniks, and a number of technicals. It behaves very similarly to the [[Browning M2HB]] heavy machine gun: more in line with a medium machine gun, and can be mounted on a T-90 with a lowered rate of fire but higher shot-for-shot damage.&lt;br /&gt;
[[Image:Kord 02.jpg|thumb|none|400px|Kord heavy machine gun with ammo box - 12.7x108mm]]&lt;br /&gt;
[[Image:BF3-Kord-3.jpg|thumb|none|600px|Blackburn looks over a Kord machine gun mounted on a technical.]]&lt;br /&gt;
[[Image:BF3-Kord-1.jpg|thumb|none|600px|He soon discovers the hard way that manning a Kord during an earthquake is a bad idea.]]&lt;br /&gt;
[[Image:BF3-Kord-2.jpg|thumb|none|600px|A T-90 MBT opens fire with its main gun, the massive muzzle flash illuminating the commander's Kord heavy machine gun. The tank is used by the Iranian Army, presumably supposed to have been purchased at some point between the game's release in 2011 and the distant future setting of 2014 when the storyline takes place. Real-life Iran apparently did not get the memo and still does not operate the T-90.]]&lt;br /&gt;
&lt;br /&gt;
==M61 Vulcan==&lt;br /&gt;
The [[M61 Vulcan]] appears in the game as the secondary armament of the F/A-18E and F/A-18F Super Hornet fighter jets. M61s are also seen in Phalanx installations on American warships, and in multiplayer the US base is protected by a land-based Phalanx C-RAM installation. It should be noted that the game's campaign mode incorrectly shows the Hornet's M61A1 as being operated by the WSO, when in reality the gun is operated by the pilot.&lt;br /&gt;
[[Image:M61vulcan.jpg|thumb|none|400px|M61 Vulcan - 20mm]]&lt;br /&gt;
[[Image:Phalanx.jpg|thumb|none|400px|Phalanx CIWS - 20mm]]&lt;br /&gt;
[[Image:C-RAM_3.JPG|thumb|none|400px|Land-based Phalanx C-RAM mounting on a mobile trailer - 20mm]]&lt;br /&gt;
[[Image:BF3-M61-2.jpg|thumb|none|600px|In the mission &amp;quot;Gone Hunting&amp;quot; the player character is Lieutenant Jennifer Hawkins, WSO of an F/A-18F &amp;quot;Super Hornet&amp;quot; callsign ''Shark 4-6'' assigned to CVN-77 USS ''George H.W. Bush''.]]&lt;br /&gt;
[[Image:BF3-Phalanx-1.jpg|thumb|none|600px|Hawkins climbs up to the deck of the USS ''George H.W. Bush'', spotting the USS ''Ford'' (FFG-54), an ''Oliver Hazard Perry''-class frigate in the distance. This incorrectly mounts bow and stern Phalanx installations; while a later block upgrade added a forward gun over the removed SM-1 missile launcher of nine of the ''Perry''-class, this is a Mk 38 Mod 2 (a remote-controlled navalised [[M242 Bushmaster chaingun]]), not a second Phalanx.]]&lt;br /&gt;
[[Image:BF3-M61-1.jpg|thumb|none|600px|The two Hornets ''Shark 4-2'' and ''Shark 4-6'' overfly the US fleet, giving plenty of glimpses of Phalanx installations on the various ships.]]&lt;br /&gt;
[[Image:BF3-C-RAM.jpg|thumb|none|600px|A close up look at a land-based Phalanx C-RAM in multiplayer.]]&lt;br /&gt;
&lt;br /&gt;
==M197 Vulcan==&lt;br /&gt;
The [[M197 Vulcan]] appears in the game as the secondary armament of the AH-1Z Viper attack helicopter.&lt;br /&gt;
[[Image:M197Gatling.jpg|thumb|none|400px|M197 Vulcan - 20mm]]&lt;br /&gt;
[[Image:BF3-M197-1.jpg|thumb|none|600px|Miller looks up at a pair of friendly AH-1Z Vipers during the mission &amp;quot;Thunder Run.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-M197 Vulcan-1.jpg|thumb|none|600px|A closer look at an AH-1Z Viper's M197 Vulcan cannon.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-12/U==&lt;br /&gt;
The [[General Dynamics GAU-12/U#GAU-12/U|GAU-12/U]] is the main gun on the LAV-AD in multiplayer. It should be noted that the LAV-AD itself is technically anachronistic as it has been removed from service.&lt;br /&gt;
&lt;br /&gt;
The GAU-12/U is also mounted on the AC-130 gunship. Interestingly, two additional 25mm guns are mounted to the top of the AC-130 as AA guns.&lt;br /&gt;
[[Image:GAU-12U.jpg|thumb|none|400px|General Dynamics GAU-12/U with unfired rounds - 25mm]]&lt;br /&gt;
[[Image:BF3-GAU-12U.jpg|thumb|none|600px|A GAU-12/U mounted on an LAV-AD.]]&lt;br /&gt;
&lt;br /&gt;
==GAU-22/A==&lt;br /&gt;
The [[General Dynamics GAU-12/U#GAU-22/A|GAU-22/A]] appears in the game as the secondary weapon of F-35B Lightning II aircraft in the Back to Karkand DLC that is available in the revamped versions of Gulf of Oman and Wake Island. It is erroneously portrayed being mounted in a nacelle over the left side air intake; this is the case for the Air Force's F-35A while the B and C variants mount the GAU-22/A in an underslung external pod.&lt;br /&gt;
[[Image:F-35 GAU-22A.jpg|thumb|none|400px|GAU-22/A - 25mm]]&lt;br /&gt;
&lt;br /&gt;
==M240C==&lt;br /&gt;
The [[M240C]] machine gun is coaxially mounted on the M1A2 Abrams MBT.&lt;br /&gt;
[[Image:M240C.jpg|thumb|none|450px|M240C machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[Image:BF3-M240C-1.jpg|thumb|none|600px|Miller runs back towards the tank column after retrieving the &amp;quot;clicker&amp;quot; trigger for an M58 Mine Clearing Line Charge.]]&lt;br /&gt;
&lt;br /&gt;
==M242 Bushmaster==&lt;br /&gt;
The [[M242 Bushmaster chaingun]] is the main gun of the LAV-25.&lt;br /&gt;
[[Image:M242 25mm gun.jpg|thumb|none|450px|M242 Bushmaster chaingun - 25mm]]&lt;br /&gt;
[[Image:BF3-LAV-1.jpg|thumb|none|600px|Blackburn and his fellow Marines get out of their own LAV-25 and look over someone else's at the start of &amp;quot;Operation Swordbreaker.&amp;quot;]]&lt;br /&gt;
[[Image:BF3-LAV-2.jpg|thumb|none|600px|Blackburn looks over another LAV-25 during the mission &amp;quot;Rock and a Hard Place.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
The [[Mk 19 grenade launcher]] is seen mounted on M1114 Humvees and AAVP7A1 amphibious transports.&lt;br /&gt;
[[Image:US_Mk._19_40mm_grenade_machine-gun.jpg|thumb|none|400px|Mk 19 grenade launcher on vehicle mount - 40mm]]&lt;br /&gt;
[[Image:BF3-Mk19-1.jpg|thumb|none|600px|Miller looks over an AAVP7A1, mounting an M2HB and a Mark 19 grenade launcher in the commander's mini-turret.]]&lt;br /&gt;
[[File:BF3 Mk19 (1).jpg|thumb|none|600px|Manning the Mark 19 on the &amp;quot;Phoenix&amp;quot;, a post-apocalyptic Humvee that is part of the ''Aftermath'' DLC. Note the lack of hands and any ammo.]]&lt;br /&gt;
[[File:BF3 Mk19 (2).jpg|thumb|none|600px|Looking at the Mk 19 with a SCAR-L rather ridiculously equipped with a 12x scope.]]&lt;br /&gt;
&lt;br /&gt;
==QLZ-87==&lt;br /&gt;
The [[Norinco QL-series grenade launchers|Norinco QLZ-87]] appears in the ''Aftermath'' DLC, mounted on the Russian &amp;quot;Barsuk&amp;quot; (Badger) modification of the GAZ 3937 Vodnik truck. &lt;br /&gt;
[[image: QLZ87Light.jpg|thumb|none|400px|Norinco QLZ-87 - 35x32mm]]&lt;br /&gt;
[[File:BF3 QLZ87 (1).jpg|thumb|none|600px|Operating the &amp;quot;gangsta style&amp;quot; pistol grip of the QLZ-87 on the ramshackle GAZ 3937. The scope is not usable.]]&lt;br /&gt;
[[File:BF3 QLZ87 (2).jpg|thumb|none|600px|The QLZ, unmanned.]]&lt;br /&gt;
&lt;br /&gt;
==PKT==&lt;br /&gt;
The [[PKT]] machine gun is coaxially mounted on the T-90A and T-72 MBTs.&lt;br /&gt;
[[Image:Machine gun PKT.jpg|thumb|none|450px|PKT machine gun with 250-round ammo drum - 7.62x54mm R]]&lt;br /&gt;
[[Image:BF3-T72-1.jpg|thumb|none|600px|Miller gets a little ''too'' close to an Iranian T-72. The coaxial gun on the T-72 is mounted to the right of the main gun; the view is blocked from most angles (including this one) by the searchlight mounted next to it.]]&lt;br /&gt;
&lt;br /&gt;
==Shipunov 2A42==&lt;br /&gt;
The [[Shipunov 2A42]] appears in the game as the main gun of the BMP-2M and BTR-90 APCs, and the secondary armament of the Mi-28 Havoc helicopter.&lt;br /&gt;
[[Image:Shipunov 2A42.jpg|thumb|none|450px|Shipunov 2A42 - 30mm]]&lt;br /&gt;
[[Image:BF3-Shipunov-1.jpg|thumb|none|600px|Blackburn advances on a BMP-2M during &amp;quot;Rock and a Hard Place,&amp;quot; the IFV seemingly oblivious to his dastardly rocket-launching ambitions.]]&lt;br /&gt;
&lt;br /&gt;
{{Battlefield Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Battlefield]]&lt;br /&gt;
[[Category:Swedish Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Arma_3&amp;diff=1303844</id>
		<title>Arma 3</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Arma_3&amp;diff=1303844"/>
		<updated>2019-10-28T19:08:11Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* &amp;quot;Type 115&amp;quot; */ It's based off the .50 Beowulf cartridge by Alexander Arms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Arma3BoxArt.jpg|300px|thumb|right|'''''Arma 3''''']]&lt;br /&gt;
&lt;br /&gt;
[[Image:Arma3apexbox.jpg|300px|thumb|right|'''''Arma 3 Apex''''']]&lt;br /&gt;
&lt;br /&gt;
'''''ArmA III''''' is a military-simulation video game developed and published by Bohemia Interactive Studio (BIS) exclusively for the PC. It is the third installment of the ''[[ArmA]]'' series, officially announced on May 19, 2011, and is built around the new ''Real Virtuality 4'' engine owned by BIS. The playable alpha version of the game was made purchasable on the Steam store and BIS' page on March 5, 2013. The beta was released on June 25, and the full release was on September 13, 2013. New weapons and vehicles are added with each new part of the free-to-download campaign, split up into multiple chapters.&lt;br /&gt;
&lt;br /&gt;
The storyline is set in 2035, when NATO influence is on the decline, while a new Eastern military alliance led by China and Iran called the Canton Protocol Strategic Alliance Treaty (CSAT) is on the rise. The setting are two islands located in the Aegean Sea, the 270km² Altis (based upon the 477km² Greek island, Lemnos) and the 20km² Stratis (based on the 43km² island of Agios Efstratios). The Republic of Altis and Stratis is in a state of civil strife following a military coup by the Altis Armed Forces (AAF). The US Armed Forces is involved as NATO peacekeepers to oversee the ceasefire between the AAF and the loyalist insurgency group, the Freedom and Independence Army (FIA). However, the ceasefire breaks down, and the AAF allies with CSAT to suppress the FIA by full force, while restricting NATO to Stratis. Things go from bad to worse when the AAF declares war on NATO due to a muddied firing incident on Stratis, triggering an all-out war. The main protagonist of the campaign is Corporal Ben Kerry, an American NATO soldier stationed on Stratis, who needs to work with the enigmatic Captain Scott Miller and the FIA remnants to survive and turn the tide of the war.&lt;br /&gt;
&lt;br /&gt;
''ArmA 3'' received multiple expansions and DLCs post-release, adding new weapons and equipment. The first major expansion, '''''Apex''''', features a new 100km² Pacific setting, Tanoa, a new co-op story campaign, and a variety of new high- and low-tech weapons. After a natural disaster, Tanoa is left vulnerable to crime and disorder from a local paramilitary criminal group, the Syndikat. New armed factions added are the Chinese Pacific CSAT forces, special forces for both NATO and CSAT, the Combat Technology Research Group (CTRG) and Viper respectively, and the minor faction of the Tanoan Gendarmerie. The DLC campaign has players playing as CTRG Group 15 operators dismantling Syndikat influence on the islands and uncovering a CSAT conspiracy behind the scenes. It was released on 11 July 2016, after some time in public beta testing.&lt;br /&gt;
&lt;br /&gt;
A second expansion called '''''Contact''''' was announced  23 May 2019. Like Apex it featured a new Poland-based map, Livonia, a new story campaign, and new units - this time the Livonian Defense Force and the Russian Spetsnaz.&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;Creator DLC&amp;quot; expansion, which are developed by external third party developers but published by Bohemia Interactive, known as '''''Global Mobilization - Cold War Germany''''', was released on April 29th, 2019. The DLC was developed by Vertexmacht, and features a new German-based map, Weferlingen, and new Cold War era factions and equipment, including West Germany, East Germany, and Denmark.&lt;br /&gt;
&lt;br /&gt;
On this page, weapons marked with a (*) are DLC content (outside of the major DLCs, whose content are in separate sections), and their respective DLCs must be purchased in order to use them.&lt;br /&gt;
&lt;br /&gt;
Faction name reference (for the purposes of this page):&lt;br /&gt;
*BLUFOR: NATO&lt;br /&gt;
*OPFOR/REDFOR: CSAT&lt;br /&gt;
*INDFOR/GREENFOR: AAF&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are featured in ''ArmA III'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Arma 3 =&lt;br /&gt;
== Handguns ==&lt;br /&gt;
=== Walther P99 ===&lt;br /&gt;
&lt;br /&gt;
The [[Walther P99]] serves as the standard sidearm of NATO forces. Its in game designation is '''P07''', and it's rechambered for 9x21mm. It appears in two variations in the game, the base game featuring it with a black slide and tan frame, while ''Apex'' adds a version with a green frame.&lt;br /&gt;
&lt;br /&gt;
[[Image:WaltherP99 twotoneA.jpg‎|thumb|none|300px|Walther P99 with QPQ finished (stainless steel) slide. - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:p07hud.jpg|thumb|none|600px|FPS view of the P07. Note the 16 round 9mm magazine. There are two more 9mm magazine types in the game, both being 30-round magazines intended for SMGs, in either straight or curved form. The P07 (and the Rook-40 below) can use the straight 30 round 9mm magazines, intended for the PDW2000 (ST Kinetics CPW).]]&lt;br /&gt;
&lt;br /&gt;
[[image:p07world.jpg|thumb|none|600px|A NATO officer with his P07 by his side.]]&lt;br /&gt;
&lt;br /&gt;
=== MP-443 Grach ===&lt;br /&gt;
&lt;br /&gt;
The [[MP-443 Grach]] appears as the CSAT's standard-issue sidearm under the fictional classification of '''Rook-40'''. Like the P99, it is rechambered to 9x21mm, and their magazines are interchangeable.&lt;br /&gt;
&lt;br /&gt;
[[Image:MP433Grach.jpg|none|thumb|300px|MP-443 &amp;quot;Grach&amp;quot; - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:rook40hud.jpg|thumb|none|600px|The Rook-40 in FPS.]]&lt;br /&gt;
&lt;br /&gt;
[[image:rook40world.jpg|thumb|none|600px|A CSAT officer with his Rook-40 drawn.]]&lt;br /&gt;
&lt;br /&gt;
=== Kimber Warrior ===&lt;br /&gt;
The '''ACP-C2''' is the standard sidearm of the GREENFOR forces. It is a 1911 variant, based on a combination of a variety of models, namely the Kimber Custom Covert II, with the [[Kimber Desert Warrior]] and the [[Colt XSE|Colt Rail Gun]]. It is chambered in .45 ACP and has a magazine capacity of nine.&lt;br /&gt;
&lt;br /&gt;
[[image:KimberWarriorII.jpg|thumb|none|300px|Kimber Warrior - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
[[image:1911hud.jpg|thumb|none|600px|FPS view of the ACP-C2. During the beta, the hammer was incorrectly modeled as double-action. This has been rectified.]]&lt;br /&gt;
&lt;br /&gt;
[[image:1911world.jpg|thumb|none|600px|An AAF officer models his ACP-C2. The slide of the pistol is marked &amp;quot;PRO QWERT III&amp;quot;, which is presumably a parody of something.]]&lt;br /&gt;
&lt;br /&gt;
=== FN FNP-45 ===&lt;br /&gt;
&lt;br /&gt;
The [[FNP-45_Tactical#FNX-45_Tactical|FN FNP-45]] is BLUFOR's &amp;quot;heavy pistol&amp;quot;. Heavy pistols are essentially similar to regular pistols in game, except they can mount certain optics on their top rail and have higher power per-shot in return for lesser ammo capacity. It was released as a free update on October 31st, 2013. In-game, it is known as the '''4-five''', and is chambered for .45 ACP, though it uses 11-round magazines rather than sharing the ACP C2's nine-rounders. Is also used by the LDF in the &amp;quot;Contact&amp;quot; expansion.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP45Tac.jpg|thumb|none|300px|FNP-45 Tactical with Trijicon RMR red dot sight - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
[[image:4five1.jpg|thumb|none|600px|A BLUFOR officer takes aim at a Tactically Signifigant Shack with his 4-five.]]&lt;br /&gt;
&lt;br /&gt;
[[image:4five2.jpg|thumb|none|600px|Despite one of the Heavy Pistol's primary advantages of mounting sights, this officer has gone with his irons on his 4-five.]]&lt;br /&gt;
&lt;br /&gt;
=== Chiappa Rhino 60DS ===&lt;br /&gt;
&lt;br /&gt;
The [[Chiappa Rhino 60DS]] is CSAT's &amp;quot;heavy pistol&amp;quot;, released alongside the FNP-45 as a free update on October 31st. As a revolver, it has an even smaller capacity than the FNP, and cannot accept a suppressor. In-game, it is named the '''Zubr''', and is chambered in .45 ACP.&lt;br /&gt;
&lt;br /&gt;
[[Image:Chiappa Rhino 6&amp;quot;.jpg|thumb|none|300px|Chiappa Rhino 60DS (6&amp;quot; barrel version) - .357 Magnum]]&lt;br /&gt;
&lt;br /&gt;
[[image:zubr1.jpg|thumb|none|600px|A spooky graveyard overwatched by an CSAT officer, and his Zubr .45 revolver.]]&lt;br /&gt;
&lt;br /&gt;
[[image:zubr2.jpg|thumb|none|600px|An CSAT officer goes in to break up mass with his Zubr.]]&lt;br /&gt;
&lt;br /&gt;
=== Taurus Judge (*) ===&lt;br /&gt;
&lt;br /&gt;
Released on the 29th of May, 2014, the [[Taurus Judge]] is refurbished as the '''Starter Pistol''' for the Karts DLC. Instead of blanks, it fires flare shells, in either red or green colours, in burst of 3 per shell. The reload animation changes depending on the amount of rounds present before the reload, though for some reason the number of rounds present before reload is used for both the number of ejected rounds and the number of rounds in the new speedloader.&lt;br /&gt;
&lt;br /&gt;
[[Image:TaurusJudge.jpg|thumb|none|300px|Taurus Judge - .45 Long Colt/.410 Bore]]&lt;br /&gt;
&lt;br /&gt;
[[image:starter1.jpg|thumb|none|600px|On your marks... get set... A marshal holds his Starter Pistol up in the sky, ready to signal the start of the day's race.]]&lt;br /&gt;
&lt;br /&gt;
[[image:starter3.jpg|thumb|none|600px|Feeling the need for speed, four karts sit by the starter line, as the marshal lines up a starting shot.]]&lt;br /&gt;
&lt;br /&gt;
== Submachine Guns ==&lt;br /&gt;
&lt;br /&gt;
=== TDI Vector ===&lt;br /&gt;
The [[TDI Vector]] is the BLUFOR SMG of choice. It is known as the '''Vermin SMG''', and fires the .45 ACP cartridge, with a magazine capacity of 30.&lt;br /&gt;
&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|400px|TDI Vector SMG - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
[[image:verminhud.jpg|thumb|none|600px|HUD view of the Vermin, on a peaceful Altis street.]]&lt;br /&gt;
&lt;br /&gt;
[[image:verminworld.jpg|thumb|none|600px|A NATO helicopter pilot models his Vermin for us.]]&lt;br /&gt;
&lt;br /&gt;
=== CZ Scorpion Evo 3 A1 ===&lt;br /&gt;
The [[CZ Scorpion Evo 3 A1]] is the CSAT SMG of choice. It's known in game as the '''Sting''', and uses 9x21mm ammo in curved 30 round magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:CZ SCORPION EVO 3 A1.jpg|thumb|none|400px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:stinghud.jpg|thumb|none|600px|HUD view of the Sting, overlooking a solar field.]]&lt;br /&gt;
&lt;br /&gt;
[[image:stingworld.jpg|thumb|none|600px|In the midst of the solar panels, a lone CSAT chopper pilot shows off his Sting for us.]]&lt;br /&gt;
&lt;br /&gt;
=== ST Kinetics CPW ===&lt;br /&gt;
&lt;br /&gt;
The [[ST Kinetics CPW]] is the INDFOR SMG of choice, know in game as the '''PDW2000'''. It 9x21mm ammo, in either straight 30 round magazines or 16 round pistol magazines.&lt;br /&gt;
&lt;br /&gt;
[[Image:ST_Kinetics_CPW.jpg|thumb|none|400px|ST Kinetics CPW - 9x19mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:pdwhud.jpg|thumb|none|600px|HUD view of the PDW2000. It's short size is very apparent from this view.]]&lt;br /&gt;
&lt;br /&gt;
[[image:pdwworld.jpg|thumb|none|600px|An AAF jet pilot with his firearm. No less than a machine pistol, almost. Also note how the &amp;quot;CPW&amp;quot; text on the real gun has been modified into &amp;quot;PDW&amp;quot; in-game.]]&lt;br /&gt;
&lt;br /&gt;
=== FN P90 ===&lt;br /&gt;
&lt;br /&gt;
The '''ADR-97''' is a family of 5.7mm submachine guns added in the Warlods Update on Dec. 3, 2018, based on the [[FN P90]]. The weapons originally came from an officially supported ''ArmA 3'' mod called the [https://steamcommunity.com/sharedfiles/filedetails/?id=669962280 ADR-97 Weapon Pack], created by ''ArmA 3'' programmer Jakub Horyna in his spare time. Four variants of the ADR-97 are found: the base ADR-97 based on the PS90, the ADR-97C compact version based on the original P90, and railed versions of the two, ADR-97 TR and ADR-97C TR, based on the PS90 TR and the P90 TR respectively.&lt;br /&gt;
&lt;br /&gt;
The rounds in the translucent magazine are fully animated, and deplete as the gun fires. The gun is used by the LDF in the &amp;quot;Contact&amp;quot; expansion.&lt;br /&gt;
&lt;br /&gt;
[[Image:Fnps90_1.jpg|thumb|none|400px|FN PS90 - FN 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:ARMA 3 ADR-97.jpg|thumb|none|600px|Holding the ADR-97 inside the virtual range. Welcome to the future.]]&lt;br /&gt;
&lt;br /&gt;
[[File:ARMA 3 ADR-97 Sight.jpg|thumb|none|600px|Looking down the standard reflex sights unique to the weapon.]]&lt;br /&gt;
&lt;br /&gt;
[[File:ARMA 3 ADR-97 World.jpg|thumb|none|600px|As a trivia, the weapon's name ADR-97 is marked on the side of the weapon's sights, though not really visible here.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:FNP90Side.jpg|thumb|none|400px|FN P90 - FN 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:ARMA 3 ADR-97C.jpg|thumb|none|600px|The ADR-97C aims at virtual targets in the virtual reality.]]&lt;br /&gt;
&lt;br /&gt;
[[File:ARMA 3 ADR-97C World.jpg|thumb|none|600px|The ADR-97C in third person.]]&lt;br /&gt;
&lt;br /&gt;
[[File:FN PS90 TR.jpg|thumb|none|400px|FN PS90 TR - FN 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:ARMA 3 ADR-97 TR.jpg|thumb|none|600px|The ADR-97 TR in first person. Note the ''very'' small backup iron sights built into the rails.]]&lt;br /&gt;
&lt;br /&gt;
[[File:ARMA 3 ADR-97 TR World.jpg|thumb|none|600px|Note the full black finish in contrast to the camo and khaki finish of the previous two guns. The ADR-97 series has four finish options: Black, Camo, Hex, and Khaki.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:FN P90 Triple Rail (TR).jpg|thumb|none|400px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:ARMA 3 ADR-97C TR.jpg|thumb|none|600px|The virtual soldier looks back to the front of him with an ADR-97C TR in hand.]]&lt;br /&gt;
&lt;br /&gt;
[[File:ARMA 3 ADR-97C TR World.jpg|thumb|none|600px|The virtual soldier wears some suitably futuristic VR-suit to match his surroundings.]]&lt;br /&gt;
&lt;br /&gt;
== Assault Rifles ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;MX&amp;quot; ===&lt;br /&gt;
The '''MX''' family of rifles is the standard-issue weapon for NATO forces. The MX series, designed by real-life CMMG, Inc., has design elements borrowed from the [[Remington ACR]] and [[Robinson Armament XCR]]. It fires caseless 6.5x39mm ammunition, though it is implied that it could could fire traditional cased ammunition due to the presence of an ejection port on the right-hand side of the weapon.&lt;br /&gt;
&lt;br /&gt;
The MX comes in five variants:&lt;br /&gt;
*The standard MX rifle, equipped with a Magpul UBR stock.&lt;br /&gt;
*The MXC carbine with a shortened barrel and handguard, equipped with a Magpul CTR stock. Both the MX and the MXC are also equipped with the Magpul AFG2 Angled Foregrip with a flat &amp;quot;A1-style&amp;quot; surface.&lt;br /&gt;
*The MX 3GL grenadier variant with an underbarrel Metal Storm 3GL instead of a foregrip.&lt;br /&gt;
*The MX SW squad support weapon with extended lower handguard and barrel, [[Z-M LR 300]] stock, vertical foregrip, an integrated bipod, and using thicker 100-round magazines.&lt;br /&gt;
*The MXM marksman rifle with the Magpul PRS stock, extended barrel, and vertical foregrip. Both the MX SW and MXM also feature simplified Picatinny rails on their handguards.&lt;br /&gt;
&lt;br /&gt;
[[Image:ACR 10.5.jpg|thumb|none|450px|Early Remington ACR-E with 10.5&amp;quot; barrel, tan finish, Magpul PMAG, and tri-rail handguard - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Robarm XCR R.jpg|thumb|none|450px|Robinson Armament XCR-L Standard - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:mxhud.jpg|thumb|none|600px|The standard MX rifle in FPS view.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mxworld.jpg|thumb|none|600px|A NATO soldier and his trusty MX rifle. While somewhat illegible here on this image, the gun is printed with markings on the magazine well saying &amp;quot;CMMG, Inc.&amp;quot; and &amp;quot;Fammette, MO, USA&amp;quot;. While Fammette isn't a real location, MO (Missouri) is indeed where CMMG is headquartered in real life.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mxchud.jpg|thumb|none|600px|The FPS view of the shortened MXC.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mxcworld.jpg|thumb|none|600px|In the shade of a house, a NATO soldier aims down his MXC's sights. Note that while the stock is clearly based on the AR-15-type Magpul CTR stock, an additional slot has been added into the top portion of the stock, allowing it to visually fit the extended ACR-styled cheek rest.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mxswhud.jpg|thumb|none|600px|The heavy MX SW aimed down a tranquil street. Bipods are integral attachments for some weapons, but could not actually be used until the release of the Marksmen DLC, which refitted existing weapons that had them to be usable and added separate bipod attachments for most other weapons with an underbarrel rail.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mxswworld.jpg|thumb|none|600px|A NATO soldier prepares to lay down suppressing fire. Note that the selector switch is pointed to full auto, unlike the semi-auto on images above; ArmA 3 has animated selector switches that reflect the weapon's firing mode (though there is no switching animation).]]&lt;br /&gt;
&lt;br /&gt;
[[image:mx3glhud.jpg|thumb|none|600px|FPS view of the MX 3GL.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mx3glworld.jpg|thumb|none|600px|A NATO squad lead takes aim with his MX 3GL rifle.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mxmhud.jpg|thumb|none|600px|FPS view of the MXM, watching over the village. Note the CMMG logo on the left side of the mag well. The game in fact even has a hat with the CMMG logo on it!]]&lt;br /&gt;
&lt;br /&gt;
[[image:mxmworld.jpg|thumb|none|600px|Gripping his foregrip tightly, a NATO soldier takes aim with his MXM.]]&lt;br /&gt;
&lt;br /&gt;
=== DIO KH2002 Sama ===&lt;br /&gt;
A fictional variant of the [[DIO KH2002|DIO KH2002 Sama]], known in game as the '''Katiba''', is the standard-issue service weapon of CSAT soldiers in the Mediterranean (which is composed of Iranian forces). Like the MX series, it fires caseless 6.5mm rounds, though their magazines are rather obviously not interchangeable. The carrying handle has been replaced with a lowered and railed one that highly resembles that of the [[G36C]], with new irons integrated into it, and the original charging handle has been modified and extended to the left to fit this lowered carrying handle. The Katiba is available in a carbine variation with a short barrel and a grenadier version with an underbarrel EGLM. &lt;br /&gt;
&lt;br /&gt;
[[Image:Kh2002 2009 improved.jpg|thumb|none|450px|Iranian Defense Industries Organization (DIO) KH2002, improved 2009 model - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[image:katibahud.jpg|thumb|none|600px|FPS view of the Katiba, as the wielder moves into a power plant.]]&lt;br /&gt;
&lt;br /&gt;
[[image:katibaworld.jpg|thumb|none|600px|A CSAT soldier on duty with his Katiba rifle.]]&lt;br /&gt;
&lt;br /&gt;
[[image:katibacarbinehud.jpg|thumb|none|600px|FPS view of the Katiba Carbine, as the owner observes the Agios Solar's facilities.]]&lt;br /&gt;
&lt;br /&gt;
[[image:katibacarbineworld.jpg|thumb|none|600px|A soldier standing atop one of the power plant's facilities, with his Katiba Carbine.]]&lt;br /&gt;
&lt;br /&gt;
[[image:katibaglhud.jpg|thumb|none|600px|An old power transformer, overseen by a CSAT soldier and his Katiba GL.]]&lt;br /&gt;
&lt;br /&gt;
[[image:katibaglworld.jpg|thumb|none|600px|A shady soldier, and his Katiba GL.]]&lt;br /&gt;
&lt;br /&gt;
=== FN F2000 Tactical ===&lt;br /&gt;
A fictional variant of the [[FN F2000 Tactical]] designated the '''Mk20''' is the standard issue service weapon of the AAF. It features the Monolith Arms rail system and an unremovable foregrip, preventing it from using bipods. It is also available in a shorter-barreled version as the &amp;quot;Mk20C&amp;quot;, and a version of the carbine with the [[FN GL-1]] instead of the foregrip, called the &amp;quot;Mk20 EGLM&amp;quot;. Like the real weapon, it fires 5.56x45mm NATO.&lt;br /&gt;
&lt;br /&gt;
[[File:FS2000 monolith arms handguard.jpg|thumb|none|450px|FN FS2000 with a C-more red dot sight and Monolith Arms rail system - 5.56x45mm NATO.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk20hud.jpg|thumb|none|600px|An AAF soldier peeks around a wall, Mk20 rifle in hand.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk20world.jpg|thumb|none|600px|A soldier takes a knee, with his Mk20.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk20chud.jpg|thumb|none|600px|A soldier takes aim at a suspicious set of ruins, his Mk20C trained tight on the dangerous target.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk20cworld.jpg|thumb|none|600px|Mk20C in hand, an Altian soldier walks by a telephone pole.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk20eglmhud.jpg|thumb|none|600px|An Altian team leader aims at a house, with his Mk20 EGLM.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk20eglmworld.jpg|thumb|none|600px|Moving in with his Mk20 EGLM, a soldier prepares to take some scalps.]]&lt;br /&gt;
&lt;br /&gt;
=== IMI Tavor TAR-21 ===&lt;br /&gt;
The [[IMI Tavor TAR-21]] is used by the FIA guerrillas. The in game designation for the full length variant is '''TRG-21''', suffixed &amp;quot;EGLM&amp;quot; when equipped with the GL-1, while its carbine version (corresponding to the CTAR-21 variant in real life) is known as '''TRG-20'''. They're chambered in 5.56x45mm NATO.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tavor-tar.jpg|thumb|none|450px|IMI Tavor TAR-21 with Meprolight red dot sight - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[image:trg21hud.jpg|thumb|none|600px|The TRG-21 in the hands of an FIA guerrilla.]]&lt;br /&gt;
&lt;br /&gt;
[[image:trg21world.jpg|thumb|none|600px|This FIA fighter takes his fuse-changing seriously, his TRG-21 always with him in his electrical duties.]]&lt;br /&gt;
&lt;br /&gt;
[[image:trg20hud.jpg|thumb|none|600px|The TRG-20, a carbine variant, looking over some sandbags.]]&lt;br /&gt;
&lt;br /&gt;
[[image:trg20world.jpg|thumb|none|600px|A shemag'ed soldier, towering over the landscape, in a tower, with his TRG-20.]]&lt;br /&gt;
&lt;br /&gt;
[[image:trg21eglmhud.jpg|thumb|none|600px|A squad lead props his TRG-21 EGLM on a set of sandbags.]]&lt;br /&gt;
&lt;br /&gt;
[[image:trg21eglmworld.jpg|thumb|none|600px|An FIA leader, his radical bandana, and his TRG-21 EGLM, in the shade of a small coniferous bush.]]&lt;br /&gt;
&lt;br /&gt;
=== Kel-Tec RFB Carbine ===&lt;br /&gt;
[[Kel-Tec RFB Carbine]]s modified into a fictional amphibious weapon appears as the '''SDAR''' (Special Dual-medium Assault Rifle), and is used by all factions. It is chambered in 5.56x45mm NATO, and can use two types of magazines: 30-round STANAG magazines, and 20-round magazines with 5.56mm supercavitating ammunition, allowing it to fire underwater (visually, the weapon is always using straight 20-round magazines). Conceptually, the weapon is identical to the [[ADS Amphibious Rifle]] developed in Russia, with its name being almost a direct translation of ADS. Oddly enough, its selector switch has only two positions marked; safe and fire, albeit the rifle's ability to fire in semi, three-round burst and full automatic modes. To compensate for its selectable settings, the switch will just stop halfway, at the 6 o'clock position, for burst fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:RFB-18.jpg|thumb|none|450px|Kel-Tec RFB Carbine - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[image:Sdarhud.jpg|thumb|none|600px|A diver takes cover by a rock, as his target fish swims away. The SDAR is mostly useless beyond 30m, this figure getting worse the deeper one goes.]]&lt;br /&gt;
&lt;br /&gt;
[[image:Sdarworld.jpg|thumb|none|600px|This diver is taking a good, close look at the seaweed, with his SDAR close by.]]&lt;br /&gt;
&lt;br /&gt;
== Sniper Rifles ==&lt;br /&gt;
&lt;br /&gt;
=== Mk 14 Mod 0 EBR ===&lt;br /&gt;
The [[M14#Mk. 14 Mod 0 Enhanced Battle Rifle|Mk 14 Mod 0 EBR]] is used by INDFOR soldiers in the Marksman role. It's known in-game as the '''Mk 18 ABR''' (Advanced Battle Rifle), and is chambered for 7.62x51mm NATO.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14EBR.jpg|thumb|none|450px|Mk 14 Mod 0 EBR - 7.62x51 NATO, with a Harris bipod and vertical RIS foregrip.]]&lt;br /&gt;
[[image:mk18hud.jpg|thumb|none|600px|An CSAT marksman, overlooking the solar field of Altis with his Mk 18 ABR.]]&lt;br /&gt;
[[image:mk18world.jpg|thumb|none|600px|The red warning light flashing, a soldier takes steady aim at a distant target with his Mk 18 ABR.]]&lt;br /&gt;
&lt;br /&gt;
=== CheyTac M200 ===&lt;br /&gt;
The [[CheyTac M200]] is the anti-materiel rifle of the BLUFOR faction, and is labelled as the '''M320 LRR''' (Long Range Rifle) ingame. It is chambered in .408 CheyTac.&lt;br /&gt;
&lt;br /&gt;
[[Image:M200.jpg|thumb|none|450px|CheyTac M-200 - .408 CheyTac]]&lt;br /&gt;
&lt;br /&gt;
[[image:m32hud.jpg|thumb|none|600px|A NATO sniper overlooks the red roofs of Altis, with his M320 trained on them tightly.]]&lt;br /&gt;
&lt;br /&gt;
[[image:m320world.jpg|thumb|none|600px|Keeping himself shady, said sniper's earlier position is revealed, and his M320's hefty barrel is shown off.]]&lt;br /&gt;
&lt;br /&gt;
=== Gepard GM6 Lynx ===&lt;br /&gt;
&lt;br /&gt;
The [[Gepard anti-materiel rifle series|'''GM6 Lynx''']] is the anti-materiel rifle of the CSAT faction. One of the few weapons in the entire game to have its real name, and not only that its field manual entry also mentions its real manufacturer, Gepard. It was first demoed at the Gamescon conference, and was licenced from SERO Engineering Ltd., the designer of the weapon. It's chambered in 12.7x108mm.&lt;br /&gt;
&lt;br /&gt;
[[Image:GepardM6.jpg|thumb|none|450px|Gepard GM6 Lynx - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[image:gm6hud.jpg|thumb|none|600px|An CSAT sniper takes aim at a small hill with his GM6 Lynx.]]&lt;br /&gt;
&lt;br /&gt;
[[image:gm6world.jpg|thumb|none|600px|Said sniper, and his GM6 Lynx. For such a rare weapon, the detail on display is phenomenal.]]&lt;br /&gt;
&lt;br /&gt;
=== Izhmash VS-121 ===&lt;br /&gt;
&lt;br /&gt;
The [[VS-121]] was released on October 31st, 2013, and replaces the Mk14 EBR for CSAT's marksmen. In game, it's known as the '''Rahim''', and is chambered for 7.62x54mm. It has an erroneous full-auto mode.&lt;br /&gt;
&lt;br /&gt;
[[Image:VS-121.jpg|thumb|none|450px|Izhmash VS-121 - 7.62x54R]]&lt;br /&gt;
&lt;br /&gt;
[[image:rahim1.jpg|thumb|none|600px|An CSAT marksman takes a prone position with his Rahim.]]&lt;br /&gt;
&lt;br /&gt;
[[image:rahim2.jpg|thumb|none|600px|World view of the Rahim, as the CSAT marksman zeroes in.]]&lt;br /&gt;
&lt;br /&gt;
=== Noreen &amp;quot;Bad News&amp;quot; (*) ===&lt;br /&gt;
&lt;br /&gt;
Added as part of the Marksmen DLC on 8/4/15, the '''MAR-10''' is heavily inspired by the [[Noreen Bad News|Noreen &amp;quot;Bad News&amp;quot;]] rifle according to the devs. It uses custom stock, custom grip and custom handguard seemingly inspired by the War Sport LVOA handguard. It's chambered for .338 Lapua, and is tied to the NATO faction.&lt;br /&gt;
&lt;br /&gt;
The side of the magazine well depicts a modified Bohemia Interactive logo and is marked &amp;quot;Bohemia Industries Firearms Division&amp;quot;, a cheeky reference to the game's developers, Bohemia Interactive. The logo also appears on the Type 115 in the Apex DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:noreen.jpg|thumb|none|450px|Noreen &amp;quot;Bad News&amp;quot; (early model) - .338 Lapua Magnum]]&lt;br /&gt;
&lt;br /&gt;
[[image:mar101.jpg|thumb|none|600px|A NATO sniper peeks over some lovely red roofs, and contacts contacting his roofer. He might have to put down his MAR-10, though.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mar102.jpg|thumb|none|600px|These cliffs contrast the sniper's full ghillie suit, but it's a pretty sweet view down there.]]&lt;br /&gt;
&lt;br /&gt;
=== SIG 556 DMR (*) ===&lt;br /&gt;
&lt;br /&gt;
Added as part of the Marksmen DLC, the '''Mk-I EMR''' (Enhanced Marksman Rifle) is heavily inspired by the [[SIG SG 550#SIG SG 556 DMR|SIG 556 DMR]]. It was rechambered in game for 7.62mm, with the developers giving the reasoning that 5.56mm would be too weak for ArmA 3's future. It fires in single or full auto, and is also tied to the NATO faction.&lt;br /&gt;
&lt;br /&gt;
The weapon is marked &amp;quot;Mk-I EMR 7.62mm Bohemia Armory&amp;quot;, another Easter Egg referring to the game's developers.&lt;br /&gt;
&lt;br /&gt;
[[Image:556-DMR-Bi-Pod-Up.jpg|thumb|none|450px|SIG-Sauer SIG556 DMR with polymer magazine, Magpul PRS stock, and Harris bipod - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk1emr1.jpg|thumb|none|600px|His Mk-I EMR in hand, this NATO soldier ponders diving into the bushes for a minute.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk1emr2.jpg|thumb|none|600px|Instead, he mounts up on a fence, and takes aim down a hill.]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Cyrus&amp;quot; (*) ===&lt;br /&gt;
&lt;br /&gt;
The first Marksmen rifle for the CSAT faction is pretty odd. It's known as the '''Cyrus'''. It's claimed by the developers to be inspired by the SVD and Saiga rifles, and seems to be primarily based on the [[SVD#SVDK|SVDK]]. It's chambered for 9.3x64mm as a counterpart to NATO's .338 Lapua Magnum, and fires in single or full auto.&lt;br /&gt;
&lt;br /&gt;
The side of the magazine well reads: &amp;quot;Cyrus 9.3x64 / Made in Chenarus&amp;quot;, referencing Chenarus, the fictional country from ''ArmA 2''.&lt;br /&gt;
&lt;br /&gt;
[[file:SVDK.jpg|thumb|none|450px|SVDK - 9.3x64mm 7N33]]&lt;br /&gt;
&lt;br /&gt;
[[image:cyrus1.jpg|thumb|none|600px|That wrecked car might have some loot. Wait, this isn't DayZ. And this isn't my Cyrus!?!]]&lt;br /&gt;
&lt;br /&gt;
[[image:cyrus2.jpg|thumb|none|600px|Mounting your weapon for increased accuracy is never going to get boring.]]&lt;br /&gt;
&lt;br /&gt;
=== VSS (*) ===&lt;br /&gt;
&lt;br /&gt;
The other CSAT faction Marksmen rifle is a very [[VSS]]-esque design, designated the '''ASP-1 Kir'''. Perhaps owing to the future setting, it's a very customized design. It is integrally suppressed, and chambered for the subsonic 12.7x54mm round, making it the least accurate and shortest-ranged rifle in the game, in return for incredible power within its short effective range. Its caliber suggests it to be an evolution of the [[VSSK Vychlop|VKS]], which the developers mentioned was one inspiration/real life counterpart. Is also used by the Spetnatz in the &amp;quot;Contact&amp;quot; DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:Vss1.jpg|thumb|none|450px|VSS Vintorez with PSO-1 scope - 9x39mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:asp11.jpg|thumb|none|600px|A cache of weapons, watched from the shadows by a CSAT sniper. Ain't no one getting this, not while his ASP-1 Kir is around.]]&lt;br /&gt;
&lt;br /&gt;
[[image:asp12.jpg|thumb|none|600px|The ghillie suits were radically improved with the Marksmen DLC, including designs for arid and semi-arid conditions.]]&lt;br /&gt;
&lt;br /&gt;
=== M14 (*) ===&lt;br /&gt;
&lt;br /&gt;
A more retro design in these future days, the [[M14]] battle rifle turns up almost totally un-modified as the '''Mk14'''. It's tied to the FIA faction, is chambered for 7.62mm, and fires in semi or full-auto.&lt;br /&gt;
&lt;br /&gt;
A civilian variant with shorter 10 rounder mags, a wooden stock and in semi-auto only was added in the ''Contact'' DLC as the &amp;quot;Mk14 Classic&amp;quot; where it's commonly used by Livonian hunters.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14Rifle.jpg|thumb|none|450px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk141.jpg|thumb|none|600px|Tactically Significant Windmills ain't got nothing on a Mk14. This rusty ol' baby will strike fear into the hearts of men.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk142.jpg|thumb|none|600px|Hrm. Maybe get out of the rubbish there, AAF trooper?]]&lt;br /&gt;
&lt;br /&gt;
[[image:A3m14.jpg|thumb|none|600px|A rendering of the &amp;quot;Mk14 Classic&amp;quot; from the Contact DLC.]]&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
=== KAC Stoner LMG ===&lt;br /&gt;
The [[Knight's Armament LMG|KAC Stoner LMG]], appearing as the '''Mk200''', is the machine gun available to INDFOR in-game. It features a Magpul UBR stock and can be fitted with various accessories. It fires 6.5x39mm caseless ammunition. Is also used by LDF in the &amp;quot;Contact&amp;quot; DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:KAC LMG.jpg|thumb|none|450px|KAC Stoner LMG - 5.56x45mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk200hud.jpg|thumb|none|600px|This Altian machinegunner probably knows what Frini Opuvn means, but his Mk200 does not.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk200world.jpg|thumb|none|600px|An AAF autorifleman takes aim around a corner of a small wall, his Mk200 ready to lay down some Dakka. Note the markings, which say: &amp;quot;Vigilante Design / Buffalo, NY / USA&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=== IMI Negev NG7 ===&lt;br /&gt;
&lt;br /&gt;
The [[IMI Negev]] is the CSAT medium machine gun, chambered in 7.62x51mm NATO, and appears as the '''Zafir'''. It is fitted with a variety of modern furniture, including a FAB Defense stock. The Field Manual says that the Zafir is mass-produced in China based on a copied Israeli design.&lt;br /&gt;
&lt;br /&gt;
[[Image:IWI Negev NG7.jpg|thumb|none|450px|IWI Negev NG7 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[image:zafirhud.jpg|thumb|none|600px|An CSAT machinegunner pokes his head out of his defilade position, preparing his Zafir to rain down hell on some colourful containers.]]&lt;br /&gt;
&lt;br /&gt;
[[image:zafirworld.jpg|thumb|none|600px|Another view of our CSAT machinegunner. Before the release of the Marksmen DLC, bipods were completely unusable.]]&lt;br /&gt;
&lt;br /&gt;
=== LWMMG (*) ===&lt;br /&gt;
&lt;br /&gt;
The first of two GPMGs added with the Marksmen DLC, the '''SPMG''' (Special Purpose Machine Gun) is a design inspired by the [[General Dynamics Lightweight Medium Machine Gun]]. It's tied to the NATO faction, and fires .338 Norma Magnum rounds in 130-round belt boxes.&lt;br /&gt;
&lt;br /&gt;
[[Image:Lwmmg.jpg|thumb|none|450px|Lightweight Medium Machine Gun prototype with Trijicon TA648MGO-M2 6x48 ACOG scope - .338 Norma Magnum]]&lt;br /&gt;
&lt;br /&gt;
[[image:spmg1.jpg|thumb|none|600px|Taking watch down a bend in the road, a NATO GPMG gunner keeps keen with his SPMG in hand. ]]&lt;br /&gt;
&lt;br /&gt;
[[image:spmg2.jpg|thumb|none|600px|A prone view of the SPMG. A very useful position to take.]]&lt;br /&gt;
&lt;br /&gt;
=== Heckler &amp;amp; Koch MG5 A2 (*) ===&lt;br /&gt;
&lt;br /&gt;
The other GPMG added by the Marksmen DLC was CSAT's '''Navid''', also inspired by a real-world analogue, the [[Heckler &amp;amp; Koch MG5|Heckler &amp;amp; Koch MG5 A2]]. It fires in full-auto, and interestingly, a three-round burst fire mode that fires much, much faster than the full-auto mode. It's chambered for 9.3x64mm.&lt;br /&gt;
&lt;br /&gt;
[[File:MG5 A2.jpg|thumb|none|450px|Heckler &amp;amp; Koch MG5 A2 - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[image:hk1212.jpg|thumb|none|600px|Man, that wrecked truck looks dangerous. This Navid is probably scaring the baddies away, though.]]&lt;br /&gt;
&lt;br /&gt;
[[image:hk1214.jpg|thumb|none|600px|&amp;quot;Hey, Dave, d'you wanna sit up before you shoot that x-ray?&amp;quot; &amp;quot;Nah, screw it. I'm comfy.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
== Grenade Launchers ==&lt;br /&gt;
&lt;br /&gt;
=== Metal Storm 3GL ===&lt;br /&gt;
The '''[[Metal Storm Weapons#Metal Storm 3GL|3GL]]''' from Australian company Metal Storm is the standard underbarrel launcher of NATO forces, mounted on the MX rifle. It fires both normal 40mm grenades (which is realistically unlikely, given the 3GL's use of electronic firing through induction coils instead of primers and strikers) and stacked 40mm grenades (represented as &amp;quot;three-round magazines&amp;quot; in terms of game coding), in frag, flare and smoke variants. The in-game reload animation depicts the grenades as being muzzle-loaded instead of breech-loaded, for some reason.&lt;br /&gt;
&lt;br /&gt;
[[File:3gl on m16.jpg|thumb|none|450px|Metal Storm 3GL and an M16 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:mx3glworld.jpg|thumb|none|600px|A NATO leader, and his 3GL. The pistol grip is never used, unfortunately.]]&lt;br /&gt;
&lt;br /&gt;
=== Madritsch ML40 ===&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;'''EGLM'''&amp;quot; of CSAT's [[DIO KH2002]] appears to be based on the [[Madritsch ML40|ML40]] 40mm underbarrel grenade launcher from Madritsch Weapon Technology. It is visually different from the FN GL-1, and opens to the side instead of having a forward-sliding breech.&lt;br /&gt;
&lt;br /&gt;
[[File:ML40 mk1.jpg|thumb|none|400px|Madritsch ML40 mk1 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:katibaglworld.jpg|thumb|none|600px|An CSAT leader, taking aim with his EGLM. Note the small trigger for the grenade launcher inside the trigger guard, absent on the other variants.]]&lt;br /&gt;
&lt;br /&gt;
=== FN GL-1 ===&lt;br /&gt;
[[FN GL-1]] launchers, named '''EGLM''', are seen mounted on [[FN F2000 Tactical]] and [[Tavor TAR-21]] rifles in-game. It fires frag, flare, and smoke rounds, of varying types.&lt;br /&gt;
&lt;br /&gt;
[[Image:FNGL1.jpg|thumb|none|400px|FN GL-1 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk20eglmworld.jpg|thumb|none|600px|An AAF soldier, poking around a corner, his EGLM trained on something suspect.]]&lt;br /&gt;
&lt;br /&gt;
[[image:trg21eglmworld.jpg|thumb|none|600px|An FIA guerrilla takes careful aim with his EGLM. The configuration is overall very reminiscent of the GTAR-21, and also note how the trigger of the GL-1 has been relocated.]]&lt;br /&gt;
&lt;br /&gt;
== Rocket/Missile Launchers ==&lt;br /&gt;
=== 9K115-2 Metis-M  ===&lt;br /&gt;
The [[9K115-2 Metis-M]] (NATO reporting name AT-13 Saxhorn-2) SACLOS wire-guided launcher was added to ''ArmA 3'' for free in the Tanks DLC update released on April 11th, 2018, under the fictional designation of '''9M135 Vorona''' (with the fictional NATO reporting name AT-19 Sweeper). It is exclusive to CSAT, used by both their Mediterranean and Pacific branch, and can fire HEAT tandem or HE missiles. It only exists as a man-portable launcher, which doesn't exist in real life but did previously appear in ''[[ArmA II]]''.&lt;br /&gt;
&lt;br /&gt;
[[Image:9K115-2.jpg|thumb|none|400px|9K115-2 Metis-M launcher and missile - 130mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 9M135 Vorona.jpg|thumb|none|600px|A CSAT Heavy AT soldier holds the 9M135 Vorona.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 9M135 Vorona World.jpg|thumb|none|600px|It is quite a hefty launcher.]]&lt;br /&gt;
&lt;br /&gt;
=== Carl Gustaf M4 ===&lt;br /&gt;
The [[Carl Gustaf M4]] recoilless rifle was added to ''ArmA 3'' for free in the Tanks DLC update released on April 11th, 2018. Despite being primarily trialed by the US Army in real life, it uses the Navy Mk / Mod naming scheme in-game, being designated '''MAAWS Mk4''' with Mod 1 and Mod 0 being the two appearing variants. It is available to NATO (both Mediterranean and Pacific branches) and AAF, and used in limited numbers by CTRG and FIA. Mod 1 features an Aimpoint FCS12 computerized sight with a laser rangefinder, and is used exclusively by NATO and CTRG. The Mod 0 variant lacks this fire control system and uses a traditional optical sight, and is used by AAF and FIA.&lt;br /&gt;
&lt;br /&gt;
Essentially the NATO counterpart to CSAT's RPG-42 unguided launcher, both variants of the MAAWS can fire HEAT tandem or HE munitions. Unlike the real Carl Gustaf M3 adopted under the MAAWS designation by the United States military whose designation stands for &amp;quot;Multi-Role Anti-armor / Anti-personnel Weapon System&amp;quot;, the in-game MAAWS rather redundantly stands for &amp;quot;Multi-role Anti-armor Anti-'''tank''' Weapon System&amp;quot;, according to the field manual. It's also used by the LDF in the &amp;quot;Contact&amp;quot; DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:CarlGM4-Aimpoint.jpg|thumb|none|450px|Carl Gustaf M4 with Aimpoint FCS12 digital fire control system - 84x246mm R]]&lt;br /&gt;
&lt;br /&gt;
[[Image:AimpointFCS12Rear.jpg|thumb|none|200px|Rear view of an Aimpoint FCS12, showing controls.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 MAAWS Mk4 Mod 0.jpg|thumb|none|600px|An AAF Light AT soldier wields the MAAWS Mk4 Mod 0.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 MAAWS Mk4 Mod 0 World.jpg|thumb|none|600px|Nothing out of the ordinary so far.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 MAAWS Mk4 Mod 1.jpg|thumb|none|600px|A NATO Light AT soldier holds the MAAWS Mk4 Mod 1, with its Aimpoint FCS12 fire control system. Note the somewhat inaccurate depiction of the rear controls (the panel being squashed vertically), incorrect number and placement of screws, and missing rear lens cover.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 MAAWS Mk4 Mod 1 World.jpg|thumb|none|600px|The photos of the launchers added in the Tanks DLC are all taken on Malden 2035, a free official remake of Malden from ''Operation Flashpoint''.]]&lt;br /&gt;
&lt;br /&gt;
=== NLAW ===&lt;br /&gt;
The [[NLAW]] (British designation for the MBT LAW) is the standard launcher of NATO troops. It is designated the '''PCML''' in game, standing for Person-Carried Missile Launcher. Unlike the real NLAW, the in-game PCML is reloadable. It fires 150 mm missiles with HEAT tandem charge warheads, and uses a visual sensor for lock-on.&lt;br /&gt;
&lt;br /&gt;
The game simulates the soft-launch system of the real MBT LAW; the missile is first launched out of the launcher with a low powered ignition, and the main rocket then ignites after the missile travels for a few meters. The missile has a flight time of 7 seconds, and self destructs if it fails to hit anything when it runs out of fuel.&lt;br /&gt;
&lt;br /&gt;
[[Image:NLAW.jpg|thumb|450px|none|SAAB Bofors Dynamics MBT LAW rocket launcher - 150mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:pcmlhud.jpg|thumb|none|600px|A NATO Rifleman Anti Tank soldier takes aim over a hill, with his PCML.]]&lt;br /&gt;
&lt;br /&gt;
[[image:pcmlworld.jpg|thumb|none|600px|Posing under a handy sign with his PCML, this soldier demonstrates it's lovely green hue.]]&lt;br /&gt;
&lt;br /&gt;
=== RPG-32 ===&lt;br /&gt;
The [[RPG-32|RPG-32 Hashim]] appears as the '''RPG-42 Alamut''' and is the standard CSAT launcher. Completely unguided, the RPG-42 can fire PG-42V HEAT tandem warheads or TBG-42V HE warheads. It's used by the Russian Spetnatz in the &amp;quot;Contact&amp;quot; DLC.&lt;br /&gt;
&lt;br /&gt;
[[Image:RPG-32 Hashim.jpg|thumb|450px|none|RPG-32 Hashim - 105mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:rpg42hud.jpg|thumb|none|600px|An CSAT takes aim at an already-wrecked car with his RPG-42.]]&lt;br /&gt;
&lt;br /&gt;
[[image:rpg42world.jpg|thumb|none|600px|The RPG-42's hex camo matches the soldier's helmet very nicely.]]&lt;br /&gt;
&lt;br /&gt;
=== Rafael Mini-Spike ===&lt;br /&gt;
The [[Rafael Mini-Spike]] appears as the '''Titan MPRL''' (full name: Titan Multi-Purpose Rocket Launcher), in two variants: a full-size one with a fictional longer hexagonal tube that only takes anti-aircraft munitions, and a &amp;quot;Compact&amp;quot; version with the size and square profile of the actual Mini-Spike, which can take anti-tank or anti-personnel munitions. The AA missiles are thermal guided, the AT missiles are thermal guided and can also use SACLOS guidance from the Titan MPRL Compact, and can also fire in direct fire mode or in a top attack mode, while the AP missiles are purely SACLOS guided. Both Titan variants are universal to all factions, and also comes in tripod mounted variants. The launcher is described as using 127 mm missiles instead of the real Mini-Spike's 75mm missiles.&lt;br /&gt;
&lt;br /&gt;
[[File:Rafael Mini-Spike.jpg|thumb|450px|none|Rafael Mini-Spike - 75mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:titanhud.jpg|thumb|none|600px|An CSAT soldier takes aim at some rocks, rather uselessly for an AA launcher.]]&lt;br /&gt;
&lt;br /&gt;
[[image:titanworld.jpg|thumb|none|600px|An CSAT soldier stands under a modern windmill with his Titan AA. The hex camo is unique to the CSAT variant of the Titan.]]&lt;br /&gt;
&lt;br /&gt;
[[image:titancompacthud.jpg|thumb|none|600px|A NATO soldier takes aim on some crimson roofs with his Titan Compact. ]]&lt;br /&gt;
&lt;br /&gt;
[[image:titancompactworld.jpg|thumb|none|600px|A soldier stands under an old-fashioned windmill with his Titan Compact. This variant can launch AT and AP rockets.]]&lt;br /&gt;
&lt;br /&gt;
== Mounted Weapons ==&lt;br /&gt;
=== GE GAU-8/A Avenger ===&lt;br /&gt;
The [[General Electric GAU-8/A Avenger]] cannon appears as the main armament of the NATO &amp;quot;A-164 Wipeout&amp;quot; (derived from the A-10 Thunderbolt II) CAS jet.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 gau8.jpg|thumb|none|600px|The Wipeout uses its GAU-8 to do exactly as its name entails.]]&lt;br /&gt;
&lt;br /&gt;
=== Browning M2 Heavy Barrel ===&lt;br /&gt;
The [[Browning M2 Heavy Barrel|Browning M2HB]] is seen mounted on the back of the Offroad Technical, used by the FIA faction in-game. It also features as part of the Remote Controlled Weapon System, or the '''RCWS''', alongside the GMG. &lt;br /&gt;
&lt;br /&gt;
[[File:BrowningM2_plain.jpg|thumb|none|400px|Browning M2HB - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[File:m2hud.jpg|thumb|none|600px|An FIA machinegunner admires his M2.]]&lt;br /&gt;
&lt;br /&gt;
[[File:m2world.jpg|thumb|none|600px|An FIA partisan waits for the signal to unleash hell with his M2.]]&lt;br /&gt;
&lt;br /&gt;
[[image:rcwshmg.jpg|thumb|none|600px|An RCWS setup with a single HMG, mounted on the CSAT Ifrit MRAP.]] &lt;br /&gt;
&lt;br /&gt;
[[image:gmgworld.jpg|thumb|none|600px|The RCWS is also used in a dual-fire capacity, firing from the M2 HMG, and the H&amp;amp;K GMG. It features on a variety of light APCs, artillery units and on the autonomous Stomper vehicle.]]&lt;br /&gt;
&lt;br /&gt;
===M224 Mortar===&lt;br /&gt;
The '''Mk6 Mortar''' is an 82mm mortar resembling a futuristic [[M224 Mortar]]. It is available to all major factions except CSAT Pacific. It has access to HE shells, white smoke shells, and white parachute flares. Like other mounted weapons, it can be disassembled for easy transport.&lt;br /&gt;
&lt;br /&gt;
[[Image:M224-60mm-mortar.jpg|thumb|none|400px|M224 Mortar with M7 baseplate - 60mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 Mortar.jpg|thumb|none|600px|A NATO Mortar Gunner and Assistant Gunner inspects their Mk6 Mortar.]]&lt;br /&gt;
&lt;br /&gt;
=== Heckler &amp;amp; Koch GMG ===&lt;br /&gt;
The [[Heckler &amp;amp; Koch GMG]] is seen as part of the RCWS, and is mounted on a bevvy of Arma 3's vehicles.&lt;br /&gt;
&lt;br /&gt;
[[image:HKGMG.jpg|thumb|none|400px|Hechkler &amp;amp; Kock GMG - 40mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:rcwsgmg.jpg|thumb|none|600px|An RCWS mounted on an AAF Strider MRAP, equipped with a single GMG launcher.]]&lt;br /&gt;
&lt;br /&gt;
=== XM312 ===&lt;br /&gt;
The [[XM307 &amp;amp; XM312#XM312|XM312]] appears as the '''Mk30'''. It's used in tripods, raised tripods, autonomous tripods, and on patrol boats. It's used by the NATO, CSAT, and INDFOR factions.&lt;br /&gt;
&lt;br /&gt;
[[File:XM312hmg.jpg|thumb|none|450px|XM312 - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk30aworld.jpg|thumb|none|600px|The Mk30, mounted on a low tripod. This particular variant is autonomous, and controlled via the UAV interface. It can also act without human control.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk30world.jpg|thumb|none|600px|A raised variant of the Mk30, crewed by someone looking to raise some hell.]]&lt;br /&gt;
&lt;br /&gt;
=== XM307 ===&lt;br /&gt;
&lt;br /&gt;
The [[XM307 &amp;amp; XM312#XM312|XM307]] appears as the '''Mk32'''. It's used on tripods, raised tripods, and autonomous tripods. It's used by NATO, CSAT, and INDFOR factions.&lt;br /&gt;
&lt;br /&gt;
[[Image:Xm30750cal.jpg|thumb|none|400px|XM307 ACSW - 25x59mm HEAB]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk32a.jpg|thumb|none|600px|The Mk32, mounted on a low tripod, with autonomous control.]]&lt;br /&gt;
&lt;br /&gt;
[[image:mk32world.jpg|thumb|none|600px|A taller tripod, crewed by a NATO soldier.]]&lt;br /&gt;
&lt;br /&gt;
=== Dillon Aero M134 Minigun ===&lt;br /&gt;
The [[Dillon Aero M134 Minigun|DA M134 Minigun]] is seen mounted on the &amp;quot;AH-9&amp;quot; attack helicopter (derived from the AH-6 Little Bird) used by the NATO faction in-game. It's also seen on the Assault Boat, and on the PO-30 Orca CSAT helicopter.&lt;br /&gt;
&lt;br /&gt;
[[File:Minigun.jpg|thumb|none|400px|Dillon Aero M134 with flash suppressor - 7.62x51mm NATO]]&lt;br /&gt;
&lt;br /&gt;
[[File:minigunhud.jpg|thumb|none|600px|A NATO soldier inspects the textures and bump mapping of the Minigun mounted on his assault boat.]]&lt;br /&gt;
&lt;br /&gt;
[[image:minigunworld.jpg|thumb|none|600px|The same soldier, from a different angle.]]&lt;br /&gt;
&lt;br /&gt;
[[image:minigunworld2.jpg|thumb|none|600px|The AH-9's minigun, one of a pair, before spinning up and unleashing a hellstorm.]]&lt;br /&gt;
&lt;br /&gt;
[[image:minigunworld3.jpg|thumb|none|600px|The PO-30 Orca only has one minigun, but it can still cause some havoc.]]&lt;br /&gt;
&lt;br /&gt;
=== General Dynamics XM301 ===&lt;br /&gt;
The [[General Dynamics XM301|GD XM301]] is seen mounted on the &amp;quot;AH-99 Blackfoot&amp;quot; attack helicopter (derived from the RAH-66 Comanche) used by the NATO faction in-game.&lt;br /&gt;
&lt;br /&gt;
[[File:XM301b.jpg|thumb|none|450px|General Dynamics XM301 - 20x102mm]]&lt;br /&gt;
[[File:ah99world.jpg|thumb|none|600px|The AH-99 Blackfoot, flying with it's XM301 on proud display.]]&lt;br /&gt;
&lt;br /&gt;
=== General Dynamics GAU-19/A ===&lt;br /&gt;
The [[General Dynamics GAU-19/A|GD GAU-19/A]] is seen mounted on the &amp;quot;Mi-48 Kajman&amp;quot; attack helicopter (derived from the Mi-28 &amp;quot;Havoc&amp;quot;) used by the CSAT faction in-game. It is unclear why the GAU-19/A is featured as the main armament of the Mi-48 instead of the [[Shipunov 2A42]], although this reason could be for ''ArmA III'''s futuristic background. It does act like the 2A42, switching from HE to AP without needing to re-chamber.&lt;br /&gt;
&lt;br /&gt;
[[File:Gau_19-2.jpg|thumb|none|400px|General Dynamics GAU-19/A with muzzle brake and mount - .50 BMG]]&lt;br /&gt;
&lt;br /&gt;
[[File:mi48world.jpg|thumb|none|600px|The Mi-48 Kamjman, with it's GAU-19/A ready to spin up.]]&lt;br /&gt;
&lt;br /&gt;
=== ZVI Plamen PL-20 2x20mm gun pod ===&lt;br /&gt;
The &amp;quot;A-143 Buzzard&amp;quot; multi-role light attack jet used by the AAF is a L-159 Alca, previously seen in the Army of the Czech Republic DLC for ArmA 2. It comes with its underslung [[ZVI Plamen PL-20]] gun pod with dual 20mm cannons.&lt;br /&gt;
&lt;br /&gt;
[[File:Plamen.jpg|thumb|none|450px|ZVI Plamen PL-20 - 20x102mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:l143world.jpg|thumb|none|600px|The ZVI Plamen PL-20, mounted underneath the A-143 Buzzard. If the gear of the craft isn't raised, it isn't damaged by the cannon's fire.]]&lt;br /&gt;
&lt;br /&gt;
=== Phalanx CIWS ===&lt;br /&gt;
The USS Freedom, a Gerald R. Ford class aircraft carrier, comes with automated defenses and is available for free. The [[Phalanx CIWS]] are labelled as &amp;quot;Praetorian 1C AAA&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Phalanx CIWS 1B.jpg|thumb|none|450px|Phalanx Block 1B CIWS - 20x102mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:A3ciws.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== General Electric M61A2 (*) ===&lt;br /&gt;
A F/A-18 Super Hornet/F-22 hybrid designated &amp;quot;F/A-181 Black Wasp II&amp;quot; was added to BLUFOR in the Jets DLC. Its primary armament is a 20mm &amp;quot;M61 Minigun&amp;quot;, likely referring to the real jets' [[M61 Vulcan]].&lt;br /&gt;
&lt;br /&gt;
[[File:M61-FA-18.jpg|thumb|none|450px|M61 Vulcan in the mounting used by the F/A-18 Hornet - 20x102mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:A3fa28.jpg|thumb|none|600px|F/A-181 Black Wasp II]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;M61 Minigun&amp;quot; (*) ===&lt;br /&gt;
A JAS 39 Gripen was added to GREENFOR in the Jets DLC, designated &amp;quot;A-149 Gryphon&amp;quot;. While the real JAS 39 Gripen is armed with a [[Mauser BK-27]] 27mm autocannon, the in-game Gryphon is armed with the same M61 Minigun as the Black Wasp II.&lt;br /&gt;
&lt;br /&gt;
[[File:A3jas.jpg|thumb|none|600px|A-149 Gryphon]]&lt;br /&gt;
&lt;br /&gt;
=== Gryazev-Shipunov GSh-30-1 (*) ===&lt;br /&gt;
The Jets DLC adds the &amp;quot;To-201 Shikra&amp;quot; stealth multirole fighter jet to the CSAT side that seems to be a Su-57/Mig-29 hybrid with a 30mm &amp;quot;Gsh Cannon&amp;quot;, likely based on the [[Gryazev-Shipunov GSh-30-1]].&lt;br /&gt;
&lt;br /&gt;
[[File:GSh-301.jpg|thumb|none|450px|Gryazev-Shipunov GSh-30-1 - 30x165mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:A3pakfa.jpg|thumb|none|600px|To-201 Shikra]]&lt;br /&gt;
&lt;br /&gt;
==Explosives==&lt;br /&gt;
&lt;br /&gt;
===M15 Anti-Tank Mine===&lt;br /&gt;
The '''AT Mine''' is the [[M15 anti-tank mine]]. They're triggered when heavier vehicles drive over them; most civilian vehicles and quad bikes can drive over them without triggering them.&lt;br /&gt;
 &lt;br /&gt;
[[Image:Landmine-dod-closeup.jpg|thumb|none|300px|M15 anti-tank mine]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 AT Mine.jpg|thumb|none|600px|An inert AT mine, not yet buried into the ground.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore===&lt;br /&gt;
A slightly futuristic [[M18A1 Claymore]] appears as the '''Claymore Charge'''. The ArmA Claymore correctly demonstrates the real Claymore's command detonation, and can also be primed for a 40 second timed fuze. It has an effective kill radius of up to 50 meters, directed towards the front of the Claymore.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18a1 07.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 Claymore.jpg|thumb|none|600px|A Claymore is deployed and ready to kill.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
&lt;br /&gt;
The '''Smoke Grenade''' model in ArmA 3 is the [[M18 smoke grenade]]. Colors available include white, red, orange, green, yellow, blue, and purple.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|M18 smoke grenade - Red.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 Smoke.jpg|thumb|none|600px|Every smoke grenade color in one image.]]&lt;br /&gt;
&lt;br /&gt;
===M67 Hand Grenade===&lt;br /&gt;
The [[M67 Hand Grenade]] appears in-game as the '''RGO Grenade''', which is actually the name of [[RGO|a Soviet hand grenade]] that stood for &amp;quot;Hand Grenade Defensive&amp;quot;. Like the real RGO, it is heavier and releases more fragments, giving it a larger lethal area.&lt;br /&gt;
&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|250px|M67 fragmentation grenade]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 RGO Grenade.jpg|thumb|none|600px|An RGO Grenade, with its M67 markings giving away its true identity.]]&lt;br /&gt;
&lt;br /&gt;
===SLAM===&lt;br /&gt;
A &amp;quot;next generation&amp;quot; [[SLAM|Selectable Lightweight Attack Munition]] known as the '''M6 SLAM''' is found in ArmA 3 (in real life, production terminated in 2002, and the number only went up to M4). They're directional anti-vehicle landmines triggered when a vehicle comes in range.&lt;br /&gt;
&lt;br /&gt;
[[Image:SLAM.jpg|thumb|none|250px|M3 SLAM]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 SLAM.jpg|thumb|none|600px|No puns about slamming here, I'm afraid.]]&lt;br /&gt;
&lt;br /&gt;
===V40 Mini Grenade===&lt;br /&gt;
The [[V40 Mini Grenade]] appears in-game as the '''RGN Grenade'''. Like the RGO Grenade, its name is also taken from a [[RGN|Soviet hand grenade]], standing for &amp;quot;Hand Grenade Offensive&amp;quot;. And just like the real deal, it is lighter and can be thrown farther, but releases less fragments, making it suitable for more offensive use.&lt;br /&gt;
&lt;br /&gt;
[[file:V40.jpg|thumb|200px|none|V40 Mini-Grenade]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 RGN Grenade.jpg|thumb|none|600px|The small RGN Grenade, lying on the ground.]]&lt;br /&gt;
&lt;br /&gt;
===VS-50 Mine===&lt;br /&gt;
&lt;br /&gt;
The '''APERS Mine''' is a pressure-activated anti-personnel landmine. It seems to be based on a VS-50 or [[TS-50 anti-personnel mine]].&lt;br /&gt;
&lt;br /&gt;
[[Image:Tecnovar TS-50.jpg|thumb|none|200px|TS-50 anti-personnel mine]]&lt;br /&gt;
&lt;br /&gt;
[[File:Arma3 AP Mine.jpg|thumb|none|600px|These small landmines are pretty deadly, so much so that BIS made an entire DLC campaign about civilian mine-clearing.]]&lt;br /&gt;
&lt;br /&gt;
= Arma 3 Apex =&lt;br /&gt;
&lt;br /&gt;
== Pistols ==&lt;br /&gt;
&lt;br /&gt;
=== Makarov PMM ===&lt;br /&gt;
&lt;br /&gt;
The [[Makarov PMM]] appears as the standard backup pistol for the Syndikat militia forces. It's known as the '''PM''' in game, and is chambered for 9x21mm. The Field Manual describes the weapon as a Ukrainian made pistol based on the Makarov pistol, rechambered for 9x21mm. It uses its own 10-round magazines incompatible with any other 9mm pistols; the Field Manual notes that the PM's 9x21mm is shorter and wider (due to different caliber measuring procedures in Russia), making it incompatible with the international standard 9x21mm. It has no attachments.&lt;br /&gt;
&lt;br /&gt;
[[Image:Makarov PMM.jpg|thumb|none|300px|Makarov PMM - 9x18mm Makarov]]&lt;br /&gt;
&lt;br /&gt;
[[Image:arma3_pm_1.jpg|thumb|none|600px|Welcome to Tanoa. Welcome back, Makarov.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:arma3_pm_3.jpg|thumb|none|600px|Drive me closer! I want to shoot them with my pistol!]]&lt;br /&gt;
&lt;br /&gt;
== Submachine Guns ==&lt;br /&gt;
&lt;br /&gt;
=== Heckler &amp;amp; Koch MP5K  ===&lt;br /&gt;
&lt;br /&gt;
The Tanoan Gendarmerie Police use an [[MP5K]] with RIS and PDW stock. It's known in game as the '''Protector''', and like most future SMGs, is chambered for 9x21mm in curved 30 round magazines (shared with the CZ Scorpion Evo 3 A1 coding-wise, thus the magazine icon is that of the Scorpion magazine).&lt;br /&gt;
&lt;br /&gt;
[[Image:MP5K-PDWEarly.jpg|thumb|none|400px|MP5K with the PDW-style folding stock attached, commonly used in films to emulate the PDW - 9x19mm.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_mp5_1.jpg|thumb|none|600px|Covering down the highway with a Protector 9mm. Protect and serve.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_mp5_2.jpg|thumb|none|600px|A Gendarmerie on guard duty. Don't tell him his gun is a model rip from DayZ. You might upset him.]]&lt;br /&gt;
&lt;br /&gt;
== Assault Rifles ==&lt;br /&gt;
&lt;br /&gt;
=== Heckler &amp;amp; Koch HK416A5  ===&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416|Heckler &amp;amp; Koch HK416A5]] appears as the standard arm of CTRG Special Forces on Tanoa. It appears as the '''SPAR-16''' (full name: Special Purpose Assault Rifle, only  mentioned by the announcer in the NATO showcase) under a variety of variants; the standard assault rifle, SPAR-16S light support weapon with extended barrel, Beta C drum magazines (holding 150 rounds instead of the real 100) and vertical foregrip, and SPAR-16 GL equipped with the M320 GLM. It's chambered for 5.56x45mm, and has a bevvy of rails for attachments.&lt;br /&gt;
&lt;br /&gt;
[[Image:HK416A5 11.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK416 A5 with 11 inch barrel - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_hk16_1.jpg|thumb|none|600px|A fallen tree can make for great cover in Tanoa. It also makes for a good resting place for your SPAR-16 rifle. ]]&lt;br /&gt;
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[[image:arma3_hk16_2.jpg|thumb|none|600px|Corrigated iron is easily penetrated by enemy fire. This might not be a great position...]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_hkdrum_1.jpg|thumb|none|600px|This variant of the SPAR-16, the SPAR-16S, features a 150 round drum mag and an extended barrel.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_hkdrum_2.jpg|thumb|none|600px|It's great for laying down a lot of Dakka.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_hkm320_1.jpg|thumb|none|600px|The launcher variant has a M320 (no, not the M320 LRR) mounted under the barrel. That launcher leaf sight only flips up once the launcher is selected, and unlike almost every other FPS ever, the character will actually properly line up the sights to your zeroed-in distance. Neato!]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_hkm320_2.jpg|thumb|none|600px|A bit of a shame the character doesn't use that little foregrip. Oh well.]]&lt;br /&gt;
&lt;br /&gt;
=== QBZ-95-1 ===&lt;br /&gt;
&lt;br /&gt;
A modified version of the [[QBZ-95-1]] appears as the standard arm of the Pacific forces of CSAT in a variety of configurations. It's known in its normal form as the '''CAR-95''', and is chambered for 5.8mm. Its alternate variants are the CAR-95-1 light support weapon variant with extended barrel, integrated bipod, and exclusively using 100-round drum mags (an analogue to the [[QBB-95]], though named in the style of QBZ-95-1), and the CAR-95 GL fitted with the QLG-10A grenade launcher.&lt;br /&gt;
&lt;br /&gt;
It has the selector switch of the original QBZ-95 instead of the QBZ-95-1, located on the stock instead of on the grip. Rather than having its prominent carry handle, it has the railed upper receiver modification from T97.ca for the Type 97 NSR, a civilian version of the QBZ-97 5.56mm export model for the Canadian market. Unlike the reference image, the charging handle extends to the right instead of the left.&lt;br /&gt;
&lt;br /&gt;
[[File:Norinco QBZ95-1.jpg|thumb|none|450px|Norinco QBZ-95-1 - 5.8x42mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|EMEI T97NSR with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_95_1.jpg|thumb|none|600px|Keeping a close eye on town, a CSAT Pacific trooper surveys with his CAR-95 close to his hands, and his heart.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_95_2.jpg|thumb|none|600px|He hides it on the job, but he really loves this rifle.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_95drum_1.jpg|thumb|none|600px|The LMG gunner variant of the 95, the CAR-95-1, doesn't look that different from a first-person view.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_95drum_2.jpg|thumb|none|600px|Ooh, it looks a bit different now. Drum mag of 100 rounds, a longer barrel, and a lovely beach!]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_95launcher_1.jpg|thumb|none|600px|A CAR-95 GL prepares to shell a nearby shop. Oh dear.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_95launcher_2.jpg|thumb|none|600px|Uh oh. No finger on the trigger.]]&lt;br /&gt;
&lt;br /&gt;
=== AK-12  ===&lt;br /&gt;
&lt;br /&gt;
The 2013 prototype of the '''[[AK-12]]''' appears in the ''Apex'' DLC with some odd mish-mash of capabilities from multiple variants. Like the prototype variation it's modeled after, it features full-auto, semi-auto, and burst-fire modes, bursts firing at a noticeably higher rate than the other modes; however, burst-fire is limited to two rounds at a time, which is something from the production version. It's also chambered in 7.62x39mm, presumably to keep the ammo in line with the AKM rifle, though a steel magazine on the AKM turns into a polymer magazine when used on the AK-12. It's used by the Syndikat faction.&lt;br /&gt;
&lt;br /&gt;
In the ''Contact'' DLC, two additional variants of the AK-12 are added to the game, completing the family. The &amp;quot;AKU-12&amp;quot;, a carbine variant, and the &amp;quot;RPK-12&amp;quot;, an LMG variant. These are all used by the Russian Spetsnaz, and share the same 7.62mm chambering. These 2013 prototype variants do not exist in real life, instead only existing on early photoshopped images. In reality, the 2016 iteration of the AK-12 design had developed carbine and LMG variants, those being AK-15K and RPK-16 respectively (though the RPK-16 is only exists in 5.45mm). However, the 2016 iteration looks markedly different from the 2013 prototype designs the in-game weapons are based on.&lt;br /&gt;
&lt;br /&gt;
[[File:AK-12 2013.jpg|thumb|none|450px|AK-12 - 5.45x39mm, 2013 prototype]]&lt;br /&gt;
&lt;br /&gt;
[[File:Ak-12 7.62x39mm.jpg|thumb|none|450px|7.62x39mm AK-12, 2012 prototype (photoshopped mock-up)]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_ak12_1.jpg|thumb|none|600px|A corregated steel house, covered by a Syndikat and his AK-12. It's probably got an enemy in it. Or not.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_ak12_2.jpg|thumb|none|600px|A Syndikat trooper at ease on a Tanoan beach.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_ak12launcher_1.jpg|thumb|none|600px|The launcher variant of the AK-12 has a GP-25 mounted, for extra boom.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_ak12launcher_2.jpg|thumb|none|600px|These natives were very agreeable with our request to use them for fire support mounting.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:AK-12U.jpg|thumb|none|450px|Photoshopped &amp;quot;AK-12U&amp;quot; sub-carbine - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:A3aku12.jpg|thumb|none|600px|AKU-12 variants in ''Arma 3 Contact'']]&lt;br /&gt;
&lt;br /&gt;
[[Image:RPK-12.jpg|thumb|none|450px|Photoshopped &amp;quot;RPK-12&amp;quot; LMG - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:A3rpk12.jpg|thumb|none|600px|RPK-12 variants in ''Arma 3 Contact'']]&lt;br /&gt;
&lt;br /&gt;
=== AKM  ===&lt;br /&gt;
&lt;br /&gt;
The welcome return of the '''[[AKM]]''' is made in Apex. It's one of the very few main rifles with no points for attachments. It's chambered for 7.62x39mm, and is a standard arm of the Syndikat criminal faction.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_akm_1.jpg|thumb|none|600px|Welcome back, old friend. The AKM in the hands of a Syndikat rebel, surveying the port.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_akm_2.jpg|thumb|none|600px|A Syndikat smuggler, checking his boat for cargo, and combatants.]]&lt;br /&gt;
&lt;br /&gt;
=== AKS-74U  ===&lt;br /&gt;
&lt;br /&gt;
The '''[[AKS-74U]]''' appears, the only weapon chambered in 5.45x39mm so far in the game. It's standard for Syndikat launcher users.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|thumb|none|450px|AKS-74U - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_aks_1.jpg|thumb|none|600px|Covering down the street with an AKS-74U.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_aks_2.jpg|thumb|none|600px|A Syndikat goon shows off the new ability to fire from some passenger seats of vehicles with his AKS-74U.]]&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Type 115&amp;quot;  ===&lt;br /&gt;
&lt;br /&gt;
The '''Type 115''' is a very, very strange addition. It seems similar to concepts like the H&amp;amp;K OICW and the Chinese QTS-11, combining two separate firearms into one case. In this case, the upper is a 6.5mm assault rifle, and the lower is a semi-auto only rifle in the .50 BW caseless round which is based off the .50 Beowulf round. It's used exclusively by the CSAT Special Forces &amp;quot;Viper&amp;quot; division.&lt;br /&gt;
&lt;br /&gt;
[[Image:H&amp;amp;K XM29 OICW.jpg|thumb|none|450px|1999 over / under Objective Individual Combat Weapon (OICW) - 5.56x45mm &amp;amp; 20x28mm. This is the second most depicted version.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Ots-11-action.jpg|thumb|none|450px|QTS-11, the rumored &amp;quot;ZH-05&amp;quot; - 5.8x42mm &amp;amp; 20mm Grenade. Tested by PLAN.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Ots-11-box.jpg|thumb|none|450px|QTS-11 system.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_future_1.jpg|thumb|none|600px|The .50 lower of the Type 115 is designed to make light-armoured targets more easily disabled by standard infantry fighters.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_future_2.jpg|thumb|none|600px|A CSAT &amp;quot;Viper&amp;quot; infantryman deliberately picks a weapon with a finish that clashes with his outfit for the benefit of anyone viewing. Interestingly, the suit he's wearing is a thermal shielding suit, which makes him 100% invisible to in-game thermal optics.]]&lt;br /&gt;
&lt;br /&gt;
==Sniper Rifles==&lt;br /&gt;
&lt;br /&gt;
=== Heckler &amp;amp; Koch HK417 A2  ===&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417|Heckler &amp;amp; Koch HK417A2]] appears under the name '''SPAR-17''' as the standard DMR of the CTRG forces on Tanoa. It's chambered for 7.62x51mm, and has a variety of attachment points.&lt;br /&gt;
&lt;br /&gt;
[[File:Hk417A2-16.1.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK417 A2 - 7.62x51mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_hk17_1.jpg|thumb|none|600px|Searching the dense trees for tangos might be a bit easier if this trooper hadn't lost his scope in the bushes. Oh, dear.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_hk17_2.jpg|thumb|none|600px|A CTRG trooper mounting his SPAR-17 on a railing, as he prepares to open fire.]]&lt;br /&gt;
&lt;br /&gt;
=== QBU-88  ===&lt;br /&gt;
&lt;br /&gt;
The Norinco [[QBU-88]] appears under the name '''CMR-76''' and is used by the CSAT Pacific faction as the standard DMR rifle. It's chambered for 6.5mm in exclusive 20 round magazines, and naturally, has lots of room for attachments.&lt;br /&gt;
&lt;br /&gt;
[[Image:Qbu-88-0.jpg|thumb|none|450px|Norinco QBU-88 - 5.8x42mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_88_1.jpg|thumb|none|600px|A parachute drop is probably the only way this marksman would end up so high on this clifface. Oops.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_88_2.jpg|thumb|none|600px|Our failed parachutist takes aim at something suspect in the distance.]]&lt;br /&gt;
&lt;br /&gt;
== Machine Guns ==&lt;br /&gt;
&lt;br /&gt;
=== M249 Para ===&lt;br /&gt;
&lt;br /&gt;
The [[M249 Paratrooper]] appears as the standard LMG for Syndikat gunners, under the name '''LIM-85''' (Light Infantry Machine gun). It has two different selectable firing speeds, one fast and one slow; the original FN Minimi has such a feature through its manually adjustable two-position gas valve with the settings normal and adverse, adverse increasing the ROF from 700–850 RPM to 950–1,150. The feature was eliminated on the M249, however. It's chambered for 5.56x45mm, has a heat shield, and a railed handguard that oddly enough seems to be patterned after the railed handguard of the [[Mk 46 Mod 1]]. It lacks M249's original bipod, and has an unremovable rail-mounted grippod instead.&lt;br /&gt;
&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper with Picatinny rail - 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_mk46_1.jpg|thumb|none|600px|A quarry. We can smash up some of those rocks with this dakka-machine.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_mk46_2.jpg|thumb|none|600px|The LIM-85's unique Grippod can be deployed just the same as bipods thanks to mechanics added with the Marksmen DLC.]]&lt;br /&gt;
&lt;br /&gt;
== Grenade Launchers ==&lt;br /&gt;
&lt;br /&gt;
=== GP-25 ===&lt;br /&gt;
The '''[[GP-25]]''' is the underbarrel grenade launcher used by the Syndikat, mounted on AK-12s. Coding-wise, it uses the same 40mm grenade as ammunition as most grenade launchers in the game. Logically however, this would not work since the GP-25 uses caseless VOG-25 grenades instead of the cased 40x46mm grenades depicted on the menus and used on the other launchers. Animation-wise, the GP-25 is shown loading and firing caseless VOG grenades correctly.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gp-25 1.jpg|thumb|none|400px|GP-25 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_ak12launcher_2.jpg|thumb|none|600px|Just another day on Tanoa.]]&lt;br /&gt;
&lt;br /&gt;
=== Heckler &amp;amp; Koch M320 ===&lt;br /&gt;
&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]] is the underbarrel grenade launcher for the CTRG special forces on Tanoa, mounted on their H&amp;amp;K HK416A5 assault rifles. It is named '''GLM''' on the HUD.&lt;br /&gt;
&lt;br /&gt;
[[File:HK416 with M320.jpg|thumb|none|400px|Heckler &amp;amp; Koch HK416 (5.56x45mm) with AG-C/EGLM grenade launcher - 40x46mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_hkm320_2.jpg|thumb|none|600px|A CTRG operator ready to lay down some explosions.]]&lt;br /&gt;
&lt;br /&gt;
=== QLG-10A ===&lt;br /&gt;
&lt;br /&gt;
The [[QLG-10A]], designated '''GL 15A''', is the standard underbarrel grenade launcher for CSAT Pacific, mounted on their modified QBZ-95-1s. In-game, it fires the same 40mm grenades as everyone else, giving it the same grenade logic problems as the GP-25.&lt;br /&gt;
&lt;br /&gt;
[[File:QBZ95-1GL.jpg|thumb|none|400px|Norinco QBZ-95-1 with QLG-10A grenade launcher - 5.8x42mm / 35mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_95launcher_2.jpg|thumb|none|600px|A CSAT grenadier in his natural habitat.]]&lt;br /&gt;
&lt;br /&gt;
== Rocket/Missile Launchers ==&lt;br /&gt;
&lt;br /&gt;
=== RPG-7 ===&lt;br /&gt;
&lt;br /&gt;
The '''[[RPG-7]]''' appears as itself, and is the standard launcher for Syndikat forces. The only grenade the weapon can launch is the RPG-7V HEAT grenade. A neat detail is that the rear sight is animated based on the user's zeroing.&lt;br /&gt;
&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|450px|none|RPG-7 - 40mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_rpg_1.jpg|thumb|none|600px|Targetting one of the new NATO drones, a helicopter gunship variant, parked on the runway. I'm gonna wreck it.]]&lt;br /&gt;
&lt;br /&gt;
[[image:arma3_rpg_2.jpg|thumb|none|600px|Our brave Syndikat trooper takes cover behind a wreck he's created, and prepares another round.]]&lt;br /&gt;
&lt;br /&gt;
== Mounted Weapons ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== GE GAU-12/U  ===&lt;br /&gt;
The V44-X Blackfish, the VTOL transport aircraft of NATO Pacific (based on a futuristic V-22 Osprey), comes in a gunship configuration that uses a [[General Dynamics GAU-12/U|GAU-12/U]] alongside the Bofors 40mm and M102 Howitzer, just like the real-life AC-130U.&lt;br /&gt;
&lt;br /&gt;
[[File:GAU-12U.jpg|thumb|none|450px|GE GAU-12/U five-barrel cannon - 25mm]]&lt;br /&gt;
&lt;br /&gt;
[[File:A3spooky.jpg|thumb|none|600px|A V44-X Blackfish showing its armaments. From left to right: GAU-12/U, Bofors 40mm, M102 Howitzer. The in-game minigun is said to be a 20mm Minigun, while the two other weapons have stated calibers that are the same as real life, 40mm and 105mm.]]&lt;br /&gt;
&lt;br /&gt;
=== Bofors 40mm  ===&lt;br /&gt;
The V44-X Blackfish comes in a gunship configuration that uses a [[Bofors 40mm]] alongside the GAU-12/U and M102 Howitzer, just like the real-life AC-130U.&lt;br /&gt;
&lt;br /&gt;
[[File:40mm bofors.jpg|thumb|none|450px|Bofors 40mm L/60 AA gun in a Boffin mounting - 40×311mmR]]&lt;br /&gt;
&lt;br /&gt;
=== M102 105mm Howitzer ===&lt;br /&gt;
The V44-X Blackfish comes in a gunship configuration that uses a M102 Howitzer alongside the GAU-12/U and Bofors 40mm, just like the real-life AC-130U.&lt;br /&gt;
&lt;br /&gt;
[[File:Spectre M102.JPG|thumb|none|450px|Modified M102 howitzer taken from an AC-130 Spectre gunship - 105x372R]]&lt;br /&gt;
&lt;br /&gt;
= Arma 3 Contact =&lt;br /&gt;
&lt;br /&gt;
Note: The AKU-12 and RPK-12, added in the Contact DLC, are covered in the AK-12 section found under the Arma 3 Apex heading. Likewise, the 10-round Mk14 variant added in Contact DLC is covered in the M14 section under the Arma 3 base game heading.&lt;br /&gt;
&lt;br /&gt;
== Shotguns ==&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Kozlice&amp;quot; ===&lt;br /&gt;
The '''Kozlice''', Czech for over/under shotgun, returns from ''[[Operation Flashpoint]]'' in both sawn-off and full-length form. It appears to be a fictional version based on the Beretta DT-11 with elements of the CZ Drake, and commonly appears with Livonian hunters and looters.&lt;br /&gt;
&lt;br /&gt;
[[Image:DT-11.jpg|thumb|none|450px|Beretta DT11 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
[[image:A3koz.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
=== Crye Precision SIX12 ===&lt;br /&gt;
The [[Crye Precision Six12]] in its underslung configuration is available for use by Livonian forces, equipped on their Promet assault rifles. It is known in-game as the '''TSP-12'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Six12underslung.jpg|thumb|none|450px|Crye Precision SIX12 - 12 gauge]]&lt;br /&gt;
&lt;br /&gt;
[[image:a3msbs.jpg|thumb|none|600px|The SIX12 underslung on a Promet assault rifle.]]&lt;br /&gt;
&lt;br /&gt;
== Assault Rifles ==&lt;br /&gt;
=== MSBS Grot  ===&lt;br /&gt;
The bullpup version of the [[MSBS Series|MSBS-5.56 Grot]] appears as the '''Promet''', the standard arm of the Livonian Defense Force. &amp;quot;Promet&amp;quot; is Polish for Promethium, reflecting the Polish tradition of naming rifles after minerals and elements.&lt;br /&gt;
&lt;br /&gt;
Chambered in 6.5mm, the weapon is configured in four versions: a 16-inch barreled assault rifle (which would be designated as Grot B16FB in real life under the Polish naming system), the assault rifle with its proprietary [[GPBO-40 grenade launcher]] (&amp;quot;Promet GL&amp;quot; in-game), the assault rifle equipped with the Six12 underbarrel shotgun (&amp;quot;Promet SG&amp;quot; in-game), or a 20-inch barreled marksman rifle (designated Grot B20PSFB under the Polish naming system, &amp;quot;Promet MR&amp;quot; in-game). The assault rifle can be equipped with a number of attachments, including a unique carry handle with an integrated scope.&lt;br /&gt;
&lt;br /&gt;
[[Image:Grot-gbpo.jpg|thumb|none|450px|Grot B16GFB-M2 - 5.45x39mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:a3msbs.jpg|thumb|none|600px|A rendering of the Promet GL with the integrated scope/carry handle on the left, Promet SG with reflex sight on the right.]]&lt;br /&gt;
&lt;br /&gt;
[[image:A3promdmr.jpg|thumb|none|600px|Another rendering of the Promet MR.]]&lt;br /&gt;
&lt;br /&gt;
== Grenade Launchers ==&lt;br /&gt;
&lt;br /&gt;
=== GPBO-40 ===&lt;br /&gt;
Livonian forces can equip the MSBS's proprietary [[GPBO-40]] grenade launcher on their Promet rifles, which is known in-game as the '''UGP-40'''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Grot-gbpo.jpg|thumb|none|450px|GBPO-40 Grenade Launcher - 40mm]]&lt;br /&gt;
&lt;br /&gt;
[[image:a3msbs.jpg|thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
{{ARMA Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Flame_and_Citron&amp;diff=1303836</id>
		<title>Flame and Citron</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Flame_and_Citron&amp;diff=1303836"/>
		<updated>2019-10-28T18:36:56Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* Danish M1880 Army Revolver */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Movie&lt;br /&gt;
|name = Flame and Citron&lt;br /&gt;
|picture = Flame&amp;amp;citron-dvd.jpg&lt;br /&gt;
|caption = 'Cinema Poster''&lt;br /&gt;
|country = [[File:DEN.jpg|25px]] Denmark&amp;lt;BR&amp;gt;[[File:GER.jpg|25px]] Germany&lt;br /&gt;
|director = Ole Christian Madsen &lt;br /&gt;
|date= 2008&lt;br /&gt;
|language = Danish&amp;lt;BR&amp;gt;German&lt;br /&gt;
|studio= Nimbus Film Productions&amp;lt;BR&amp;gt;Wüste Filmproduktion&lt;br /&gt;
|distributor= IFC Films &lt;br /&gt;
|character1= Bent 'Flame' Faurschou-Hviid &lt;br /&gt;
|actor1=[[Thure Lindhardt]]&lt;br /&gt;
|character2=Jørgen 'Citron' Haagen Schmith&lt;br /&gt;
|actor2=[[Mads Mikkelsen]]&lt;br /&gt;
|character3=Ketty Selmer&lt;br /&gt;
|actor3=Stine Stengade&lt;br /&gt;
|character4=Aksel Winther &lt;br /&gt;
|actor4=Peter Mygind&lt;br /&gt;
|character5=Karl Heinz Hoffmann &lt;br /&gt;
|actor5=[[Christian Berkel]]&lt;br /&gt;
|character6=Gilbert&lt;br /&gt;
|actor6=Hanns Zischler&lt;br /&gt;
|character7=Frode 'Ravnen' Jacobsen&lt;br /&gt;
|actor7=[[Lars Mikkelsen]]&lt;br /&gt;
|character8=Flame's father&lt;br /&gt;
|actor8=[[Jesper Christensen]]&lt;br /&gt;
|character9=Teddy&lt;br /&gt;
|actor9=Thomas Voss&lt;br /&gt;
|character10=&lt;br /&gt;
|actor10=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Flame and Citron''' (Original title: ''Flammen &amp;amp; Citronen'')  is a 2008 Danish-German war drama set during the Nazi occupation of Denmark directed by Ole Christian Madsen and starring [[Thure Lindhardt]] and [[Mads Mikkelsen]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
&lt;br /&gt;
= Handguns =&lt;br /&gt;
&lt;br /&gt;
== FN M1906 ==&lt;br /&gt;
Flame ([[Thure Lindhardt]]) and Citron ([[Mads Mikkelsen]]) carry [[FN Model 1905|FN Model 1906]] pocket pistols.&lt;br /&gt;
[[Image:FN_model_1905.jpg|thumb|none|300px|FN Model 1905/1906 - .25 ACP]]&lt;br /&gt;
[[File:Flame&amp;amp;citron-02.jpg|thumb|none|600px|Flame puts his personal weapons on the table. On right is a FN Model 1906.]]&lt;br /&gt;
[[File:Flame&amp;amp;citron-05.jpg|thumb|none|600px|When transported by ambulance Citron pulls his spare pistol hidden on his leg.]]&lt;br /&gt;
&lt;br /&gt;
== FN Model 1900 ==&lt;br /&gt;
Flame ([[Thure Lindhardt]]) primarily uses a [[FN Model 1900]] pistol.&lt;br /&gt;
[[Image:FNM1900.jpg|thumb|none|300px|Model 1900 - .32 ACP]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-01.jpg|thumb|none|600px|Flame aims his gun at Col. Gilbert ([[Hanns Zischler]]).]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-02.jpg|thumb|none|600px|FN Model 1900 in the middle.]]&lt;br /&gt;
&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
Some characters, include Citron ([[Mads Mikkelsen]]), are armed with a [[Luger P08]] pistol.&lt;br /&gt;
[[Image:Luger_P08_Marine.jpg|thumb|none|325px|Marine Luger P08 with 150 mm barrel - 9x19 mm]]&lt;br /&gt;
[[Image:Luger.jpg|thumb|none|300px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-04.jpg|thumb|none|600px|Citron used a [[Luger P08|Mariner Luger P08 pistol]] with long barrel.]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-29.jpg|thumb|none|600px|Danish SS officer are seen with standard type.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta Model 1935 ==&lt;br /&gt;
The commander of the Copenhagen Gestapo Hoffmann ([[Christian Berkel]]) carries a [[Beretta M1934|Beretta Model 1935]] pistol.&lt;br /&gt;
[[Image:BerettaModel1935.jpg|thumb|none|300px|Beretta Model 1935, the .32 ACP version of the Model 1934. Other than caliber, the pistols are identical.]]&lt;br /&gt;
[[File:Flame&amp;amp;citron-10.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== Walther PP ==&lt;br /&gt;
SS-sturmbannführer Hermann Seibold ([[Karel Dobrý]]) pulls a [[Walther PP]] pistol on Flame.&lt;br /&gt;
[[Image:Walther PP.jpg|thumb|none|300px|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:Flame&amp;amp;citron-06.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== Walther P38 ==&lt;br /&gt;
One of the Gestapo man shoots in captured Resistance fighters from a [[Walther P38]] pistol.&lt;br /&gt;
[[Image:P38.jpg|thumb|none|300px|Walther P38 pistol - 9x19mm]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-28.jpg|thumb|none|600px|none]]&lt;br /&gt;
&lt;br /&gt;
== Mauser Model 712 ''Schnellfeuer'' ==&lt;br /&gt;
A [[Mauser M712 Schnellfeuer]] pistol is seen several times throughout the film.&lt;br /&gt;
[[Image:712good.jpg|thumb|none|300px|Mauser Model 712 ''Schnellfeuer'' with 10-round magazine - 7.63x25mm Mauser]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-08.jpg|thumb|none|600px|The Mauser M712 ''Schnellfeuer'' in Citron's trunk (far left).]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-07.jpg|thumb|none|600px|The Gestapo man shoots captured resistance fighters with a Mauser M712 ''Schnellfeuer'' fitted with holster/stock.]]&lt;br /&gt;
&lt;br /&gt;
== Bergmann-Bayard M1910/21 ==&lt;br /&gt;
On top of the pile of weapons in the Citon´s trunk is [[Bergmann-Bayard|Danish Bergmann-Bayard M1910/21]] pistol.&lt;br /&gt;
[[Image:Bergmann1921.jpg|thumb|none|325px|Danish Bergmann-Bayard M1910/21 - 9×23mm Largo]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-08.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== Colt M1911A1 ==&lt;br /&gt;
Citron ([[Mads Mikkelsen]]) has a [[Colt M1911A1]] pistol in his trunk as well..&lt;br /&gt;
[[Image:Colt1911A1PreWar.jpg|thumb|none|300px|Pre-War Colt M1911A1 Pistol - Commercial Model known as the &amp;quot;Colt Government Model&amp;quot; - .45 ACP]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-09.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== Colt Model 1903/1908 ==&lt;br /&gt;
Among the weapons in Citron's trunk is a [[Colt Model 1903/1908]] pistol.&lt;br /&gt;
[[Image:Colt Model 1903.jpg|thumb|none|300px|Colt Model 1903 Pocket Hammerless Pistol Blued - .32 ACP]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-08.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== Danish M1880 Army Revolver ==&lt;br /&gt;
Both main characters also own a [[Danish M1880/85 Army Revolver|Danish M1880 revolver]].&lt;br /&gt;
[[Image:O-pistol M1880.jpg|thumb|none|325px|Danish M1885 - .45 Cal]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-02.jpg|thumb|none|600px|Flame's Danish M1880 Army revolver laid out in front of him.]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-24.jpg|thumb|none|600px|Citron ([[Mads Mikkelsen]]) takes out a revolver from his trunk.]]&lt;br /&gt;
&lt;br /&gt;
= Submachine guns =&lt;br /&gt;
&lt;br /&gt;
== Sten Mk II ==&lt;br /&gt;
Flame ([[Thure Lindhardt]]) and Citron ([[Mads Mikkelsen]]) are seen in action with [[Sten Mk II]]s.&lt;br /&gt;
[[File:Unitsten2.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-11.jpg|thumb|none|600px|Flame with a Sten gun.]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-24.jpg|thumb|none|600px|A Sten gun in Citron's trunk. Note that the magazine well housing appears to be vertical, however this is a feature of the Mk II Sten whereby it could be rotated downwards when a magazine was not inserted to act as a dust cover for the magazine well and the ejection port.]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-08.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-12.jpg|thumb|none|600px|A magazine being inserted after the magazine well has been rotated to the correct position.]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-13.jpg|thumb|none|600px|Citron uses this weapon in the final battle with the Germans.]]&lt;br /&gt;
&lt;br /&gt;
== Husqvarna M/1944 ==&lt;br /&gt;
Danish Nazi and resistance fighters are armed with [[Suomi KP/-31|Husqvarna M/1944]] submachine guns.&lt;br /&gt;
[[Image:Husqvarna M1944.jpg‎|thumb|none|400px|Husqvarna M/1944 (Swedish copy of Suomi KP/-31) - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-14.jpg|thumb|none|600px|A patrol of Danish Nazis is armed with Husqvarna M/1944 submachine guns.]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-15.jpg|thumb|none|600px|Some members of the patrol have also a  [[Karabiner 98k]] (background in middle).]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-16.jpg|thumb|none|600px|In the final battle with the nazis is Citron ([[Mads Mikkelsen]]) seen also with this weapon (alternated stick and drum magazines).]]&lt;br /&gt;
&lt;br /&gt;
== MP40 ==&lt;br /&gt;
Some nazis and resistance fighters are armed with [[MP40]] submachine guns.&lt;br /&gt;
[[Image:MP40Side.jpg‎|thumb|none|400px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-17.jpg|thumb|none|600px|The SS officer in the car holds a MP40.]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-18.jpg|thumb|none|600px|The SS officer shoots at a fleeing Citron.]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-30.jpg|thumb|none|600px|The resistence fighter Heinrich ([[Martin Greis]]) (left) fired a MP40.]]&lt;br /&gt;
&lt;br /&gt;
= Rifles =&lt;br /&gt;
&lt;br /&gt;
== Karabiner 98k ==&lt;br /&gt;
Danish nazis and German soldiers widely were equipped with [[Karabiner 98k]]s.&lt;br /&gt;
[[Image:Karabiner-98K.jpg|thumb|none|450px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-19.jpg|thumb|none|600px|]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-20.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
= Machine guns =&lt;br /&gt;
== Bren Gun ==&lt;br /&gt;
The resistence fighter Teddy ([[Thomas Voss]]) uses a [[Bren gun|Bren Gun]].&lt;br /&gt;
[[Image:Bren gun.JPG|thumb|none|450px|Bren Mk1 - .303 British]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-21.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== MG42 ==&lt;br /&gt;
German troops are equipped with [[MG42]] machine guns.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|450px|MG42 Machine Gun - 7.92x57mm Mauser.]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-23.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
==ZB26 Machine Gun==&lt;br /&gt;
German soldiers have also a [[ZB26 Machine Gun]]&lt;br /&gt;
[[File:ZB-26.jpg|thumb|none|450px|ZB26 Light Machine Gun - 7.92x57mm]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-26.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
= Hand grenades =&lt;br /&gt;
&lt;br /&gt;
== Mills Bomb ==&lt;br /&gt;
Citron ([[Mads Mikkelsen]]) in his last fight throw a [[Mills Bomb]] at the Nazi soldiers.&lt;br /&gt;
[[Image:Mills Bomb SGM-1.jpg|thumb|none|200px|Mills Bomb High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-24.jpg|thumb|none|600px|(left)]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-25.jpg|thumb|none|600px|]]&lt;br /&gt;
&lt;br /&gt;
== Model 17 Eierhandgranate==&lt;br /&gt;
Citron ([[Mads Mikkelsen]]) has in his trunk also a [[Model 17 Eierhandgranate]].&lt;br /&gt;
[[Image:M17-Ehgneu.jpg|thumb|none|200px|Model 17 Eierhandgranate neuer Art (&amp;quot;New Model&amp;quot;).]]&lt;br /&gt;
[[Image:Flame&amp;amp;citron-24.jpg|thumb|none|600px|(right)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Drama]]&lt;br /&gt;
[[Category:Danish Produced/Filmed]]&lt;br /&gt;
[[Category:German Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:NEO_Scavenger&amp;diff=1302477</id>
		<title>Talk:NEO Scavenger</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:NEO_Scavenger&amp;diff=1302477"/>
		<updated>2019-10-22T03:55:53Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey I don't quite know how to change the name of the page as I accidentally started the page as &amp;quot;Neo scavenger&amp;quot; when the game is stylized as &amp;quot;NEO Scavenger&amp;quot; anybody able to help? If anything you can delete the page and I'll create a new one with the proper name. I have the text saved. --[[User:DevaKitty|DevaKitty]] ([[User talk:DevaKitty|talk]]) 23:08, 21 October 2019 (EDT)&lt;br /&gt;
:Page renaming requires an admin or moderator to do it.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:13, 21 October 2019 (EDT)&lt;br /&gt;
::How would I contact an admin/moderator? --[[User:DevaKitty|DevaKitty]] ([[User talk:DevaKitty|talk]]) 23:14, 21 October 2019 (EDT)&lt;br /&gt;
:::Okay good it seems the issue has been resolved --[[User:DevaKitty|DevaKitty]] ([[User talk:DevaKitty|talk]]) 23:55, 21 October 2019 (EDT)&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=NEO_Scavenger&amp;diff=1302471</id>
		<title>NEO Scavenger</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=NEO_Scavenger&amp;diff=1302471"/>
		<updated>2019-10-22T03:18:47Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* Remington Model 7600 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game&lt;br /&gt;
|name=NEO Scavenger&lt;br /&gt;
|picture=NEOScavengerCover.jpg&lt;br /&gt;
|caption=''Box Cover''&lt;br /&gt;
|date= 15 December 2014&lt;br /&gt;
|developer=Blue Bottle Games&lt;br /&gt;
|platforms=PC &amp;amp; iOS/Android&lt;br /&gt;
|publisher=Blue Bottle Games&lt;br /&gt;
|genre=[[Survival]] [[RPG]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''NEO Scavenger''''' is a 2014 permadeath indie survival RPG where the player awakes from cryogenic sleep to ruined post-apocalyptic and cryptid-infested Michigan where the city of Detriot is a central point of the map.&lt;br /&gt;
&lt;br /&gt;
'''The following firearms appear in ''NEO Scavenger'':''' &lt;br /&gt;
&lt;br /&gt;
==Long-arms==&lt;br /&gt;
&lt;br /&gt;
===Remington 870===&lt;br /&gt;
Known in-game as the '''Cathcart North &amp;quot;Perforator&amp;quot; 12-gauge shotgun,''' the [[Remington 870]] is most commonly found scavenging and sometimes in the hands of looters. It is the most powerful weapon in the game, a trait it shares with the [[Benelli M4]]. It has a capacity of 5 shotgun shell where both buckshot and slugs are available.&lt;br /&gt;
[[File:Remington870PoliceStd.jpg|thumb|none|500px|Remington 870 Police Riot Shotgun - 12 gauge.]]&lt;br /&gt;
[[File:NEOScavengerShotgun.jpg|thumb|none|500px|The Remington 870 as seen in game.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Known in-game as the '''Deltec SBS4 12-gauge shotgun''' the [[Benelli M4]] is primarily carried by SkyCorps private security force, DMC guards of the Detroit Megacity. It is an excessively rare shotgun that shares the same damage output as the [[Remington 870]], as such it also has both buckshot and shotgun slug ammunition available.&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge.]]&lt;br /&gt;
[[File:NEOScavengerM1014.jpg|thumb|none|500px|The Benelli M4 Super 90 as seen in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 7600===&lt;br /&gt;
Known in-game as the '''.308 Cathcart North &amp;quot;Buckmaster&amp;quot; hunting rifle,''' it is the weapon with the longest range in the game and while retaining good stopping damage. Both FMJ and soft-point ammunition is available as well as a rifle scope.&lt;br /&gt;
[[File:RemingtonModel7600.jpg|thumb|none|500px|Remington 7600 - .308 Winchester.]]&lt;br /&gt;
[[File:NEOScavengerRifle.jpg|thumb|none|500px|The Remington 7600 as seen in game.]]&lt;br /&gt;
&lt;br /&gt;
==Pistols==&lt;br /&gt;
&lt;br /&gt;
===Colt M1911===&lt;br /&gt;
Known in-game as '''Deltec &amp;quot;1911&amp;quot; .45 semi-auto,''' the Colt M1911 is a competent firearms suitable for medium to short range, it's biggest advantages are it's small size as well as being relatively common, it is at rare times seen in the hands of looters. It has both FMJ and Jacketed Hollow-Point available to load.&lt;br /&gt;
[[File:ColtGovernmentModel.jpg|thumb|none|500px|The Colt M1911 - .45 ACP.]]&lt;br /&gt;
[[File:NEOScavengerM1911.jpg|thumb|none|500px|The Colt M1911 as seen in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Smith &amp;amp; Wesson Model 10===&lt;br /&gt;
Known in-game as '''Cathcart North &amp;quot;Detective&amp;quot; .38 revolver''' the S&amp;amp;W Model 10 is the most common firearm in the game, it lacks the stopping power of other guns featured it is the runt of the litter, however it has two major advantages over them being both light and common, often seen carried by looters and other low-lives. It has a capacity of 6 bullets and has both FMJ and Jacketed Hollow-Point available.&lt;br /&gt;
[[File:S&amp;amp;W-Model-10.jpg|thumb|none|500px|The S&amp;amp;W Model 10 - .38 Special.]]&lt;br /&gt;
[[File:NEOScavengerRevolver.jpg|thumb|none|500px|The S&amp;amp;W Model 10 as seen in-game.]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=NEO_Scavenger&amp;diff=1302470</id>
		<title>NEO Scavenger</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=NEO_Scavenger&amp;diff=1302470"/>
		<updated>2019-10-22T03:18:04Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* Colt M1911 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game&lt;br /&gt;
|name=NEO Scavenger&lt;br /&gt;
|picture=NEOScavengerCover.jpg&lt;br /&gt;
|caption=''Box Cover''&lt;br /&gt;
|date= 15 December 2014&lt;br /&gt;
|developer=Blue Bottle Games&lt;br /&gt;
|platforms=PC &amp;amp; iOS/Android&lt;br /&gt;
|publisher=Blue Bottle Games&lt;br /&gt;
|genre=[[Survival]] [[RPG]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''NEO Scavenger''''' is a 2014 permadeath indie survival RPG where the player awakes from cryogenic sleep to ruined post-apocalyptic and cryptid-infested Michigan where the city of Detriot is a central point of the map.&lt;br /&gt;
&lt;br /&gt;
'''The following firearms appear in ''NEO Scavenger'':''' &lt;br /&gt;
&lt;br /&gt;
==Long-arms==&lt;br /&gt;
&lt;br /&gt;
===Remington 870===&lt;br /&gt;
Known in-game as the '''Cathcart North &amp;quot;Perforator&amp;quot; 12-gauge shotgun,''' the [[Remington 870]] is most commonly found scavenging and sometimes in the hands of looters. It is the most powerful weapon in the game, a trait it shares with the [[Benelli M4]]. It has a capacity of 5 shotgun shell where both buckshot and slugs are available.&lt;br /&gt;
[[File:Remington870PoliceStd.jpg|thumb|none|500px|Remington 870 Police Riot Shotgun - 12 gauge.]]&lt;br /&gt;
[[File:NEOScavengerShotgun.jpg|thumb|none|500px|The Remington 870 as seen in game.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Known in-game as the '''Deltec SBS4 12-gauge shotgun''' the [[Benelli M4]] is primarily carried by SkyCorps private security force, DMC guards of the Detroit Megacity. It is an excessively rare shotgun that shares the same damage output as the [[Remington 870]], as such it also has both buckshot and shotgun slug ammunition available.&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge.]]&lt;br /&gt;
[[File:NEOScavengerM1014.jpg|thumb|none|500px|The Benelli M4 Super 90 as seen in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 7600===&lt;br /&gt;
Known in-game as the '''.308 Cathcart North &amp;quot;Buckmaster&amp;quot; hunting rifle,''' it is the weapon with the longest range in the game and while retaining good stopping damage. Both FMJ and soft-point ammunition is available.&lt;br /&gt;
[[File:RemingtonModel7600.jpg|thumb|none|500px|Remington 7600 - .308 Winchester.]]&lt;br /&gt;
[[File:NEOScavengerRifle.jpg|thumb|none|500px|The Remington 7600 as seen in game.]]&lt;br /&gt;
&lt;br /&gt;
==Pistols==&lt;br /&gt;
&lt;br /&gt;
===Colt M1911===&lt;br /&gt;
Known in-game as '''Deltec &amp;quot;1911&amp;quot; .45 semi-auto,''' the Colt M1911 is a competent firearms suitable for medium to short range, it's biggest advantages are it's small size as well as being relatively common, it is at rare times seen in the hands of looters. It has both FMJ and Jacketed Hollow-Point available to load.&lt;br /&gt;
[[File:ColtGovernmentModel.jpg|thumb|none|500px|The Colt M1911 - .45 ACP.]]&lt;br /&gt;
[[File:NEOScavengerM1911.jpg|thumb|none|500px|The Colt M1911 as seen in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Smith &amp;amp; Wesson Model 10===&lt;br /&gt;
Known in-game as '''Cathcart North &amp;quot;Detective&amp;quot; .38 revolver''' the S&amp;amp;W Model 10 is the most common firearm in the game, it lacks the stopping power of other guns featured it is the runt of the litter, however it has two major advantages over them being both light and common, often seen carried by looters and other low-lives. It has a capacity of 6 bullets and has both FMJ and Jacketed Hollow-Point available.&lt;br /&gt;
[[File:S&amp;amp;W-Model-10.jpg|thumb|none|500px|The S&amp;amp;W Model 10 - .38 Special.]]&lt;br /&gt;
[[File:NEOScavengerRevolver.jpg|thumb|none|500px|The S&amp;amp;W Model 10 as seen in-game.]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:NEO_Scavenger&amp;diff=1302469</id>
		<title>Talk:NEO Scavenger</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:NEO_Scavenger&amp;diff=1302469"/>
		<updated>2019-10-22T03:14:28Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey I don't quite know how to change the name of the page as I accidentally started the page as &amp;quot;Neo scavenger&amp;quot; when the game is stylized as &amp;quot;NEO Scavenger&amp;quot; anybody able to help? If anything you can delete the page and I'll create a new one with the proper name. I have the text saved. --[[User:DevaKitty|DevaKitty]] ([[User talk:DevaKitty|talk]]) 23:08, 21 October 2019 (EDT)&lt;br /&gt;
:Page renaming requires an admin or moderator to do it.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 23:13, 21 October 2019 (EDT)&lt;br /&gt;
::How would I contact an admin/moderator? --[[User:DevaKitty|DevaKitty]] ([[User talk:DevaKitty|talk]]) 23:14, 21 October 2019 (EDT)&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:NEO_Scavenger&amp;diff=1302467</id>
		<title>Talk:NEO Scavenger</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:NEO_Scavenger&amp;diff=1302467"/>
		<updated>2019-10-22T03:08:40Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey I don't quite know how to change the name of the page as I accidentally started the page as &amp;quot;Neo scavenger&amp;quot; when the game is stylized as &amp;quot;NEO Scavenger&amp;quot; anybody able to help? If anything you can delete the page and I'll create a new one with the proper name. I have the text saved. --[[User:DevaKitty|DevaKitty]] ([[User talk:DevaKitty|talk]]) 23:08, 21 October 2019 (EDT)&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:NEO_Scavenger&amp;diff=1302466</id>
		<title>Talk:NEO Scavenger</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:NEO_Scavenger&amp;diff=1302466"/>
		<updated>2019-10-22T03:04:36Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: Created page with &amp;quot;Hey I don't quite know how to change the name of the page as I accidentally started the page as &amp;quot;Neo scavenger&amp;quot; when the game is stylized as &amp;quot;NEO Scavenger&amp;quot; anybody able to he...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey I don't quite know how to change the name of the page as I accidentally started the page as &amp;quot;Neo scavenger&amp;quot; when the game is stylized as &amp;quot;NEO Scavenger&amp;quot; anybody able to help? If anything you can delete the page and I'll create a new one with the proper name. I have the text saved.&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=NEO_Scavenger&amp;diff=1302465</id>
		<title>NEO Scavenger</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=NEO_Scavenger&amp;diff=1302465"/>
		<updated>2019-10-22T03:00:27Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game&lt;br /&gt;
|name=NEO Scavenger&lt;br /&gt;
|picture=NEOScavengerCover.jpg&lt;br /&gt;
|caption=''Box Cover''&lt;br /&gt;
|date= 15 December 2014&lt;br /&gt;
|developer=Blue Bottle Games&lt;br /&gt;
|platforms=PC &amp;amp; iOS/Android&lt;br /&gt;
|publisher=Blue Bottle Games&lt;br /&gt;
|genre=[[Survival]] [[RPG]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''NEO Scavenger''''' is a 2014 permadeath indie survival RPG where the player awakes from cryogenic sleep to ruined post-apocalyptic and cryptid-infested Michigan where the city of Detriot is a central point of the map.&lt;br /&gt;
&lt;br /&gt;
'''The following firearms appear in ''NEO Scavenger'':''' &lt;br /&gt;
&lt;br /&gt;
==Long-arms==&lt;br /&gt;
&lt;br /&gt;
===Remington 870===&lt;br /&gt;
Known in-game as the '''Cathcart North &amp;quot;Perforator&amp;quot; 12-gauge shotgun,''' the [[Remington 870]] is most commonly found scavenging and sometimes in the hands of looters. It is the most powerful weapon in the game, a trait it shares with the [[Benelli M4]]. It has a capacity of 5 shotgun shell where both buckshot and slugs are available.&lt;br /&gt;
[[File:Remington870PoliceStd.jpg|thumb|none|500px|Remington 870 Police Riot Shotgun - 12 gauge.]]&lt;br /&gt;
[[File:NEOScavengerShotgun.jpg|thumb|none|500px|The Remington 870 as seen in game.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Known in-game as the '''Deltec SBS4 12-gauge shotgun''' the [[Benelli M4]] is primarily carried by SkyCorps private security force, DMC guards of the Detroit Megacity. It is an excessively rare shotgun that shares the same damage output as the [[Remington 870]], as such it also has both buckshot and shotgun slug ammunition available.&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge.]]&lt;br /&gt;
[[File:NEOScavengerM1014.jpg|thumb|none|500px|The Benelli M4 Super 90 as seen in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 7600===&lt;br /&gt;
Known in-game as the '''.308 Cathcart North &amp;quot;Buckmaster&amp;quot; hunting rifle,''' it is the weapon with the longest range in the game and while retaining good stopping damage. Both FMJ and soft-point ammunition is available.&lt;br /&gt;
[[File:RemingtonModel7600.jpg|thumb|none|500px|Remington 7600 - .308 Winchester.]]&lt;br /&gt;
[[File:NEOScavengerRifle.jpg|thumb|none|500px|The Remington 7600 as seen in game.]]&lt;br /&gt;
&lt;br /&gt;
==Pistols==&lt;br /&gt;
&lt;br /&gt;
===Colt M1911===&lt;br /&gt;
Known in-game as '''Deltec &amp;quot;1911&amp;quot; .45 semi-auto,''' the Colt M1911 is a competent firearms suitable for medium to short range, it's biggest advantages are it's small size as well as being relatively common, it is at rare times seen in the hands of looters. &lt;br /&gt;
[[File:ColtGovernmentModel.jpg|thumb|none|500px|The Colt M1911 - .45 ACP.]]&lt;br /&gt;
[[File:NEOScavengerM1911.jpg|thumb|none|500px|The Colt M1911 as seen in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Smith &amp;amp; Wesson Model 10===&lt;br /&gt;
Known in-game as '''Cathcart North &amp;quot;Detective&amp;quot; .38 revolver''' the S&amp;amp;W Model 10 is the most common firearm in the game, it lacks the stopping power of other guns featured it is the runt of the litter, however it has two major advantages over them being both light and common, often seen carried by looters and other low-lives. It has a capacity of 6 bullets and has both FMJ and Jacketed Hollow-Point available.&lt;br /&gt;
[[File:S&amp;amp;W-Model-10.jpg|thumb|none|500px|The S&amp;amp;W Model 10 - .38 Special.]]&lt;br /&gt;
[[File:NEOScavengerRevolver.jpg|thumb|none|500px|The S&amp;amp;W Model 10 as seen in-game.]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=NEO_Scavenger&amp;diff=1302464</id>
		<title>NEO Scavenger</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=NEO_Scavenger&amp;diff=1302464"/>
		<updated>2019-10-22T02:59:37Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: Undo revision 1302463 by DevaKitty (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=NEO Scavenger&lt;br /&gt;
|picture=NEOScavengerCover.jpg&lt;br /&gt;
|caption=''Box Cover''&lt;br /&gt;
|date= 15 December 2014&lt;br /&gt;
|developer=Blue Bottle Games&lt;br /&gt;
|platforms=PC &amp;amp; iOS/Android&lt;br /&gt;
|publisher=Blue Bottle Games&lt;br /&gt;
|genre=[[Survival]] [[RPG]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''NEO Scavenger''''' is a 2014 permadeath indie survival RPG where the player awakes from cryogenic sleep to ruined post-apocalyptic and cryptid-infested Michigan where the city of Detriot is a central point of the map.&lt;br /&gt;
&lt;br /&gt;
'''The following firearms appear in ''NEO Scavenger'':''' &lt;br /&gt;
&lt;br /&gt;
==Long-arms==&lt;br /&gt;
&lt;br /&gt;
===Remington 870===&lt;br /&gt;
Known in-game as the '''Cathcart North &amp;quot;Perforator&amp;quot; 12-gauge shotgun,''' the [[Remington 870]] is most commonly found scavenging and sometimes in the hands of looters. It is the most powerful weapon in the game, a trait it shares with the [[Benelli M4]]. It has a capacity of 5 shotgun shell where both buckshot and slugs are available.&lt;br /&gt;
[[File:Remington870PoliceStd.jpg|thumb|none|500px|Remington 870 Police Riot Shotgun - 12 gauge.]]&lt;br /&gt;
[[File:NEOScavengerShotgun.jpg|thumb|none|500px|The Remington 870 as seen in game.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Known in-game as the '''Deltec SBS4 12-gauge shotgun''' the [[Benelli M4]] is primarily carried by SkyCorps private security force, DMC guards of the Detroit Megacity. It is an excessively rare shotgun that shares the same damage output as the [[Remington 870]], as such it also has both buckshot and shotgun slug ammunition available.&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge.]]&lt;br /&gt;
[[File:NEOScavengerM1014.jpg|thumb|none|500px|The Benelli M4 Super 90 as seen in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 7600===&lt;br /&gt;
Known in-game as the '''.308 Cathcart North &amp;quot;Buckmaster&amp;quot; hunting rifle,''' it is the weapon with the longest range in the game and while retaining good stopping damage. Both FMJ and soft-point ammunition is available.&lt;br /&gt;
[[File:RemingtonModel7600.jpg|thumb|none|500px|Remington 7600 - .308 Winchester.]]&lt;br /&gt;
[[File:NEOScavengerRifle.jpg|thumb|none|500px|The Remington 7600 as seen in game.]]&lt;br /&gt;
&lt;br /&gt;
==Pistols==&lt;br /&gt;
&lt;br /&gt;
===Colt M1911===&lt;br /&gt;
Known in-game as '''Deltec &amp;quot;1911&amp;quot; .45 semi-auto,''' the Colt M1911 is a competent firearms suitable for medium to short range, it's biggest advantages are it's small size as well as being relatively common, it is at rare times seen in the hands of looters. &lt;br /&gt;
[[File:ColtGovernmentModel.jpg|thumb|none|500px|The Colt M1911 - .45 ACP.]]&lt;br /&gt;
[[File:NEOScavengerM1911.jpg|thumb|none|500px|The Colt M1911 as seen in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Smith &amp;amp; Wesson Model 10===&lt;br /&gt;
Known in-game as '''Cathcart North &amp;quot;Detective&amp;quot; .38 revolver''' the S&amp;amp;W Model 10 is the most common firearm in the game, it lacks the stopping power of other guns featured it is the runt of the litter, however it has two major advantages over them being both light and common, often seen carried by looters and other low-lives. It has a capacity of 6 bullets and has both FMJ and Jacketed Hollow-Point available.&lt;br /&gt;
[[File:S&amp;amp;W-Model-10.jpg|thumb|none|500px|The S&amp;amp;W Model 10 - .38 Special.]]&lt;br /&gt;
[[File:NEOScavengerRevolver.jpg|thumb|none|500px|The S&amp;amp;W Model 10 as seen in-game.]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=NEO_Scavenger&amp;diff=1302463</id>
		<title>NEO Scavenger</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=NEO_Scavenger&amp;diff=1302463"/>
		<updated>2019-10-22T02:59:01Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|name=NEO Scavenger&lt;br /&gt;
|picture=NEOScavengerCover.jpg&lt;br /&gt;
|caption=''Box Cover''&lt;br /&gt;
|date= 15 December 2014&lt;br /&gt;
|developer=Blue Bottle Games&lt;br /&gt;
|platforms=PC &amp;amp; iOS/Android&lt;br /&gt;
|publisher=Blue Bottle Games&lt;br /&gt;
|genre=[[Survival]] [[RPG]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''NEO Scavenger''''' is a 2014 permadeath indie survival RPG where the player awakes from cryogenic sleep to ruined post-apocalyptic and cryptid-infested Michigan where the city of Detriot is a central point of the map.&lt;br /&gt;
&lt;br /&gt;
'''The following firearms appear in ''NEO Scavenger'':''' &lt;br /&gt;
&lt;br /&gt;
==Long-arms==&lt;br /&gt;
&lt;br /&gt;
===Remington 870===&lt;br /&gt;
Known in-game as the '''Cathcart North &amp;quot;Perforator&amp;quot; 12-gauge shotgun,''' the [[Remington 870]] is most commonly found scavenging and sometimes in the hands of looters. It is the most powerful weapon in the game, a trait it shares with the [[Benelli M4]]. It has a capacity of 5 shotgun shell where both buckshot and slugs are available.&lt;br /&gt;
[[File:Remington870PoliceStd.jpg|thumb|none|500px|Remington 870 Police Riot Shotgun - 12 gauge.]]&lt;br /&gt;
[[File:NEOScavengerShotgun.jpg|thumb|none|500px|The Remington 870 as seen in game.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Known in-game as the '''Deltec SBS4 12-gauge shotgun''' the [[Benelli M4]] is primarily carried by SkyCorps private security force, DMC guards of the Detroit Megacity. It is an excessively rare shotgun that shares the same damage output as the [[Remington 870]], as such it also has both buckshot and shotgun slug ammunition available.&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge.]]&lt;br /&gt;
[[File:NEOScavengerM1014.jpg|thumb|none|500px|The Benelli M4 Super 90 as seen in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 7600===&lt;br /&gt;
Known in-game as the '''.308 Cathcart North &amp;quot;Buckmaster&amp;quot; hunting rifle,''' it is the weapon with the longest range in the game and while retaining good stopping damage. Both FMJ and soft-point ammunition is available.&lt;br /&gt;
[[File:RemingtonModel7600.jpg|thumb|none|500px|Remington 7600 - .308 Winchester.]]&lt;br /&gt;
[[File:NEOScavengerRifle.jpg|thumb|none|500px|The Remington 7600 as seen in game.]]&lt;br /&gt;
&lt;br /&gt;
==Pistols==&lt;br /&gt;
&lt;br /&gt;
===Colt M1911===&lt;br /&gt;
Known in-game as '''Deltec &amp;quot;1911&amp;quot; .45 semi-auto,''' the Colt M1911 is a competent firearms suitable for medium to short range, it's biggest advantages are it's small size as well as being relatively common, it is at rare times seen in the hands of looters. &lt;br /&gt;
[[File:ColtGovernmentModel.jpg|thumb|none|500px|The Colt M1911 - .45 ACP.]]&lt;br /&gt;
[[File:NEOScavengerM1911.jpg|thumb|none|500px|The Colt M1911 as seen in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Smith &amp;amp; Wesson Model 10===&lt;br /&gt;
Known in-game as '''Cathcart North &amp;quot;Detective&amp;quot; .38 revolver''' the S&amp;amp;W Model 10 is the most common firearm in the game, it lacks the stopping power of other guns featured it is the runt of the litter, however it has two major advantages over them being both light and common, often seen carried by looters and other low-lives. It has a capacity of 6 bullets and has both FMJ and Jacketed Hollow-Point available.&lt;br /&gt;
[[File:S&amp;amp;W-Model-10.jpg|thumb|none|500px|The S&amp;amp;W Model 10 - .38 Special.]]&lt;br /&gt;
[[File:NEOScavengerRevolver.jpg|thumb|none|500px|The S&amp;amp;W Model 10 as seen in-game.]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=NEO_Scavenger&amp;diff=1302462</id>
		<title>NEO Scavenger</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=NEO_Scavenger&amp;diff=1302462"/>
		<updated>2019-10-22T02:58:45Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: Not many weapons on offer but I figured some people would like a page to be created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=NEO Scavenger&lt;br /&gt;
|picture=NEOScavengerCover.jpg&lt;br /&gt;
|caption=''Box Cover''&lt;br /&gt;
|date= 15 December 2014&lt;br /&gt;
|developer=Blue Bottle Games&lt;br /&gt;
|platforms=PC &amp;amp; iOS/Android&lt;br /&gt;
|publisher=Blue Bottle Games&lt;br /&gt;
|genre=[[Survival]] [[RPG]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''NEO Scavenger''''' is a 2014 permadeath indie survival RPG where the player awakes from cryogenic sleep to ruined post-apocalyptic and cryptid-infested Michigan where the city of Detriot is a central point of the map.&lt;br /&gt;
&lt;br /&gt;
'''The following firearms appear in ''NEO Scavenger'':''' &lt;br /&gt;
&lt;br /&gt;
==Long-arms==&lt;br /&gt;
&lt;br /&gt;
===Remington 870===&lt;br /&gt;
Known in-game as the '''Cathcart North &amp;quot;Perforator&amp;quot; 12-gauge shotgun,''' the [[Remington 870]] is most commonly found scavenging and sometimes in the hands of looters. It is the most powerful weapon in the game, a trait it shares with the [[Benelli M4]]. It has a capacity of 5 shotgun shell where both buckshot and slugs are available.&lt;br /&gt;
[[File:Remington870PoliceStd.jpg|thumb|none|500px|Remington 870 Police Riot Shotgun - 12 gauge.]]&lt;br /&gt;
[[File:NEOScavengerShotgun.jpg|thumb|none|500px|The Remington 870 as seen in game.]]&lt;br /&gt;
&lt;br /&gt;
===Benelli M4 Super 90===&lt;br /&gt;
Known in-game as the '''Deltec SBS4 12-gauge shotgun''' the [[Benelli M4]] is primarily carried by SkyCorps private security force, DMC guards of the Detroit Megacity. It is an excessively rare shotgun that shares the same damage output as the [[Remington 870]], as such it also has both buckshot and shotgun slug ammunition available.&lt;br /&gt;
[[File:BenelliM4FSC.jpg|thumb|none|500px|Benelli M4 NFA with collapsed stock (short barreled version) - 12 gauge.]]&lt;br /&gt;
[[File:NEOScavengerM1014.jpg|thumb|none|500px|The Benelli M4 Super 90 as seen in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Remington Model 7600===&lt;br /&gt;
Known in-game as the '''.308 Cathcart North &amp;quot;Buckmaster&amp;quot; hunting rifle,''' it is the weapon with the longest range in the game and while retaining good stopping damage. Both FMJ and soft-point ammunition is available.&lt;br /&gt;
[[File:RemingtonModel7600.jpg|thumb|none|500px|Remington 7600 - .308 Winchester.]]&lt;br /&gt;
[[File:NEOScavengerRifle.jpg|thumb|none|500px|The Remington 7600 as seen in game.]]&lt;br /&gt;
&lt;br /&gt;
==Pistols==&lt;br /&gt;
&lt;br /&gt;
===Colt M1911===&lt;br /&gt;
Known in-game as '''Deltec &amp;quot;1911&amp;quot; .45 semi-auto,''' the Colt M1911 is a competent firearms suitable for medium to short range, it's biggest advantages are it's small size as well as being relatively common, it is at rare times seen in the hands of looters. &lt;br /&gt;
[[File:ColtGovernmentModel.jpg|thumb|none|500px|The Colt M1911 - .45 ACP.]]&lt;br /&gt;
[[File:NEOScavengerM1911.jpg|thumb|none|500px|The Colt M1911 as seen in-game.]]&lt;br /&gt;
&lt;br /&gt;
===Smith &amp;amp; Wesson Model 10===&lt;br /&gt;
Known in-game as '''Cathcart North &amp;quot;Detective&amp;quot; .38 revolver''' the S&amp;amp;W Model 10 is the most common firearm in the game, it lacks the stopping power of other guns featured it is the runt of the litter, however it has two major advantages over them being both light and common, often seen carried by looters and other low-lives. It has a capacity of 6 bullets and has both FMJ and Jacketed Hollow-Point available.&lt;br /&gt;
[[File:S&amp;amp;W-Model-10.jpg|thumb|none|500px|The S&amp;amp;W Model 10 - .38 Special.]]&lt;br /&gt;
[[File:NEOScavengerRevolver.jpg|thumb|none|500px|The S&amp;amp;W Model 10 as seen in-game.]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:NEOScavengerRevolver.jpg&amp;diff=1302461</id>
		<title>File:NEOScavengerRevolver.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:NEOScavengerRevolver.jpg&amp;diff=1302461"/>
		<updated>2019-10-22T02:50:51Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:NEOScavengerM1911.jpg&amp;diff=1302460</id>
		<title>File:NEOScavengerM1911.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:NEOScavengerM1911.jpg&amp;diff=1302460"/>
		<updated>2019-10-22T02:17:49Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:NEOScavengerM1014.jpg&amp;diff=1302454</id>
		<title>File:NEOScavengerM1014.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:NEOScavengerM1014.jpg&amp;diff=1302454"/>
		<updated>2019-10-22T01:56:56Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:NEOScavengerRifle.jpg&amp;diff=1302453</id>
		<title>File:NEOScavengerRifle.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:NEOScavengerRifle.jpg&amp;diff=1302453"/>
		<updated>2019-10-22T01:54:27Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:NEOScavengerShotgun.jpg&amp;diff=1302451</id>
		<title>File:NEOScavengerShotgun.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:NEOScavengerShotgun.jpg&amp;diff=1302451"/>
		<updated>2019-10-22T01:41:59Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=File:NEOScavengerCover.jpg&amp;diff=1302440</id>
		<title>File:NEOScavengerCover.jpg</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=File:NEOScavengerCover.jpg&amp;diff=1302440"/>
		<updated>2019-10-22T01:07:38Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Sniper_Elite_4&amp;diff=1302439</id>
		<title>Sniper Elite 4</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Sniper_Elite_4&amp;diff=1302439"/>
		<updated>2019-10-22T00:52:07Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* MG34 */ Can't be a Pantherturm when it's not a Panther turret.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Sniper Elite 4&lt;br /&gt;
|picture   = SniperElite4-Cover.jpg&lt;br /&gt;
|caption   = ''PC Boxart''&lt;br /&gt;
|date      = February 14, 2017&lt;br /&gt;
|developer = Rebellion Developments&lt;br /&gt;
|publisher = Rebellion Developments&lt;br /&gt;
|series    = [[Sniper Elite (disambiguation)|Sniper Elite]]&lt;br /&gt;
|platforms = PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre     = Third-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Sniper Elite 4''''' is the fourth installment in the ''[[Sniper Elite (disambiguation)|Sniper Elite]]'' video game series, and a sequel to ''[[Sniper Elite III]]''. Set in Italy in the year of 1943, the game continues the exploits of OSS sniper Karl Fairburne as he attempts to help the local partisan movement overthrow the fascist government and thwart a plan conducted by the Germans that could threaten the upcoming Allied invasion of Italy. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}} &lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta M1934==&lt;br /&gt;
The [[Beretta M1934]], the standard sidearm of the Italian forces during WWII, makes its debut appearance.&lt;br /&gt;
[[Image:Beretta_Model_1934_Pistol.jpg|thumb|none|350px|Beretta M1934 - .380 ACP]]&lt;br /&gt;
[[File:SniperElite4-M1934.jpg|thumb|none|600px|The player holds the Beretta M1934.]]&lt;br /&gt;
[[File:SniperElite4-M1934-Aim.jpg|thumb|none|600px|Aiming the M1934.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911_pistol_series#M1911A1|M1911A1]] returns from previous games as the &amp;quot;M1911&amp;quot;.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:SniperElite4-M1911.jpg|thumb|none|600px|The player holds the Colt M1911A1.]]&lt;br /&gt;
[[File:SniperElite4-M1911-Aim.jpg|thumb|none|600px|Aiming the M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==High Standard HDM==&lt;br /&gt;
The [[High Standard HDM]] returns from ''[[Sniper Elite III]]'', available in the &amp;quot;Silent Warfare Weapons&amp;quot; DLC pack.&lt;br /&gt;
[[Image:Hi-Standard-HD-Silenced.jpg|thumb|none|350px|High Standard HDM - .22 LR]]&lt;br /&gt;
[[File:SniperElite4-HDM.jpg|thumb|none|600px|The player holds the High Standard HDM.]]&lt;br /&gt;
[[File:SniperElite4-HDM-Aim.jpg|thumb|none|600px|Aiming the HDM.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] returns from previous games as the main sidearm for the Germans, and can be unlocked for player's loadout by melee killing 10 officers in the campaign.&lt;br /&gt;
[[Image:P08Luger1917.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:SniperElite4-P08.jpg|thumb|none|600px|The player holds the Luger P08.]]&lt;br /&gt;
[[File:SniperElite4-P08-Aim.jpg|thumb|none|600px|Aiming the P08.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser M712 Schnellfeuer==&lt;br /&gt;
The [[Mauser_C96#Mauser_M712_Schnellfeuer|Mauser M712 Schnellfeuer]] is available in the &amp;quot;Lock and Load Weapons&amp;quot; DLC pack and is the only handgun to feature fully automatic fire mode.&lt;br /&gt;
[[Image:MauserM712Schnellfeuer.jpg|thumb|none|350px|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:SniperElite4-M712.jpg|thumb|none|600px|The player holds the Mauser M712 Schnellfeuer.]]&lt;br /&gt;
[[File:SniperElite4-M712-Aim.jpg|thumb|none|600px|Aiming the M712.]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
The [[Nagant_Revolver|Nagant M1895]] is available in the &amp;quot;Night Fighter Expansion&amp;quot; DLC pack. It's accurate, powerful and retains its unique (for a revolver) ability to be suppressed, but is very slow to reload because its loading gate means that rounds must be replaced individually.&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 - 7.62x38R Nagant]]&lt;br /&gt;
[[File:SniperElite4-Nagant.jpg|thumb|none|600px|The player holds the Nagant M1895.]]&lt;br /&gt;
[[File:SniperElite4-Nagant-Aim.jpg|thumb|none|600px|Aiming the M1895.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev_TT-33_Pistol|Tokarev TT-33]] is available in the &amp;quot;Cold Warfare Winter Expansion&amp;quot; DLC pack.&lt;br /&gt;
[[Image:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:SniperElite4-TT33.jpg|thumb|none|600px|The player holds the Tokarev TT-33.]]&lt;br /&gt;
[[File:SniperElite4-TT33-Aim.jpg|thumb|none|600px|Aiming the TT-33.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] returns from ''[[Sniper Elite III]]'' as the &amp;quot;Army Pistol 38&amp;quot;.&lt;br /&gt;
[[Image:P38.jpg|thumb|none|350px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[File:SniperElite4-P38.jpg|thumb|none|600px|The player holds the Walther P38.]]&lt;br /&gt;
[[File:SniperElite4-P38-Aim.jpg|thumb|none|600px|Aiming the P38.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther_PP_Pistol_Series#Walther_PPK|Walther PPK]] is available in the &amp;quot;Urban Assault Expansion&amp;quot; DLC pack. The in-game 6-round magazine capacity denotes the .380 ACP variant.&lt;br /&gt;
[[Image:WaltherPPK.jpg|thumb|none|350px|Walther PPK - .380 ACP]]&lt;br /&gt;
[[File:SniperElite4-PPK.jpg|thumb|none|600px|The player holds the Walther PPK.]]&lt;br /&gt;
[[File:SniperElite4-PPK-Aim.jpg|thumb|none|600px|Aiming the PPK.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk. VI==&lt;br /&gt;
The [[Webley_Revolvers#Webley_.455_Mk_VI|Webley Mk. VI]] is the most powerful handgun in the game. It also has the most range compared to any of the other handguns, but rather obviously cannot be fitted with a suppressor.&lt;br /&gt;
[[Image:Webley Mk VI.jpg|thumb|none|350px|Webley Mk. VI - .455 Webley]]&lt;br /&gt;
[[File:SniperElite4-Webley.jpg|thumb|none|600px|The player holds the Webley.]]&lt;br /&gt;
[[File:SniperElite4-Webley-Aim.jpg|thumb|none|600px|Aiming the Webley.]]&lt;br /&gt;
&lt;br /&gt;
==Welrod Mark I==&lt;br /&gt;
The [[Welrod_Pistol|Welrod pistol Mark I]] is the first handgun available in the player's arsenal. Like in previous games, the Welrod is incorrectly modeled with the front sight at the muzzle end like on the Mark II, but with the trigger guard of the Mark I.&lt;br /&gt;
[[Image:Welrod.jpg|thumb|none|350px|Welrod Mark I - 9x19mm]]&lt;br /&gt;
[[File:SniperElite4-Welrod.jpg|thumb|none|600px|The player holds the Welrod.]]&lt;br /&gt;
[[File:SniperElite4-Welrod-Aim.jpg|thumb|none|600px|Aiming the Welrod.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 38A==&lt;br /&gt;
The [[Beretta_Model_38#Beretta_Model_38A|Beretta Model 38A]] returns from ''[[Sniper Elite III]]'', labeled &amp;quot;MAB38&amp;quot;. Being the standard SMG for the Italian forces, it is commonly found in the hands of Italian soldiers.&lt;br /&gt;
[[Image:Beretta_Model_38A.jpg|thumb|none|350px|Beretta Model 38A - 9x19mm]]&lt;br /&gt;
[[File:SniperElite4-MAB38.jpg|thumb|none|600px|The player holds the Beretta Model 38A.]]&lt;br /&gt;
[[File:SniperElite4-MAB38-Aim.jpg|thumb|none|600px|Aiming the MAB 38A.]]&lt;br /&gt;
&lt;br /&gt;
==FNAB-43==&lt;br /&gt;
The Italian [[FNA-B_43|FNAB-43]] submachine gun appears in the game. It has the lowest recoil compared to any of the other SMGs, but also has the lowest magazine capacity of 20 rounds, despite being depicted with a 40-round magazine.&lt;br /&gt;
[[Image:FNAB Mod1943.jpg|thumb|none|350px|FNA-B 43 with 40-round magazine - 9x19mm]]&lt;br /&gt;
[[File:SniperElite4-FNAB43.jpg|thumb|none|600px|The player holds the FNAB-43.]]&lt;br /&gt;
[[File:SniperElite4-FNAB43-Aim.jpg|thumb|none|600px|Aiming the FNAB-43.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson_Submachine_Gun#M1A1_Thompson|M1A1 Thompson]] is the first secondary weapon available in the player's arsenal. Being a starter gun, it packs abnormally low firepower compared to other submachine guns despite being chambered for .45 ACP.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|350px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:SniperElite4-Thompson.jpg|thumb|none|600px|The player holds the M1A1 Thompson.]]&lt;br /&gt;
[[File:SniperElite4-Thompson-Aim.jpg|thumb|none|600px|Aiming the Thompson.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
The [[M3_Grease_Gun#M3.2FM3A1_.22Grease_Gun.22|M3 &amp;quot;Grease Gun&amp;quot;]] returns from ''[[Sniper Elite III]]''. Despite being available in the &amp;quot;Silent Warfare Weapons&amp;quot; DLC pack, it is the only unsuppressed weapon in the pack, even though a real-life variant with integral suppressor existed.&lt;br /&gt;
[[Image:M3 Grease.jpg|thumb|none|350px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:SniperElite4-GreaseGun.jpg|thumb|none|600px|The player holds the M3 &amp;quot;Grease Gun&amp;quot;.]]&lt;br /&gt;
[[File:SniperElite4-GreaseGun-Aim.jpg|thumb|none|600px|Aiming the M3.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40#MP40|MP40]] is the most common submachine gun in the game, being carried by many German soldiers. The stock always appears folded.&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|350px|MP40 with brown bakelite lower receiver - 9x19mm]]&lt;br /&gt;
[[File:SniperElite4-MP40.jpg|thumb|none|600px|The player holds the MP40.]]&lt;br /&gt;
[[File:SniperElite4-MP40-Aim.jpg|thumb|none|600px|Aiming the MP40. Like in many other media, the weapon is incorrectly held by the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==OVP M1918==&lt;br /&gt;
The [[Villar-Perosa_M1915_SMG#OVP M1918|OVP M1918]] is available in the &amp;quot;Night Fighter Expansion&amp;quot; DLC pack.&lt;br /&gt;
[[Image:Villar-perosa 1918.jpg|thumb|none|350px|Villar Perosa M1918 - 9x19mm Glisenti]]&lt;br /&gt;
[[File:SniperElite4-OVP.jpg|thumb|none|600px|The player holds the OVP M1918.]]&lt;br /&gt;
[[File:SniperElite4-OVP-Aim.jpg|thumb|none|600px|Aiming the M1918.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] is available in the &amp;quot;Cold Warfare Winter Expansion&amp;quot; DLC pack. It has a 71-round drum magazine, giving it the highest capacity of all the SMGs.&lt;br /&gt;
[[Image:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:SniperElite4-PPSH41.jpg|thumb|none|600px|The player holds the PPSh-41.]]&lt;br /&gt;
[[File:SniperElite4-PPSH41-Aim.jpg|thumb|none|600px|Aiming the PPSh-41.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten#Sten_Mk_II|Sten Mk II]] is available in the &amp;quot;Urban Assault Expansion&amp;quot; DLC pack. Unlike the aforementioned MP40, the Sten is correctly grasped by the slanted forward part of the receiver.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|350px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:SniperElite4-StenMk2.jpg|thumb|none|600px|The player holds the Sten Mk II.]]&lt;br /&gt;
[[File:SniperElite4-StenMk2-Aim.jpg|thumb|none|600px|Aiming the Sten.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The [[M30 Luftwaffe Drilling]] is available in the &amp;quot;Lock and Load Weapons&amp;quot; DLC pack. It's a ''drilling'' (German for &amp;quot;triplet&amp;quot;) combination gun featuring two 12 gauge shotgun barrels and a 9.3x74mmR rifle barrel. Both shotgun barrels in-game use buckshot. The rifle round is more accurate than the shotgun shells (with a tighter crosshair), and has a different firing sound. The currently used ammo is shown on the HUD. The player can choose which ammo to use first by selecting the ammo type from weapon wheel or pressing the secondary weapon button twice. The game automatically switches to the alternate ammunition when the player fires the rifle round or fires both shotgun shells. Reloading reloads all three barrels. The rifle round draws from the same generic sniper rifle ammo pool as the sniper rifles.&lt;br /&gt;
[[Image:M30LuftwaffenDrilling.jpg|thumb|none|350px|Sauer &amp;amp; Sohn M30 Luftwaffe Drilling - 12 gauge, 9.3x74mmR]]&lt;br /&gt;
[[File:SniperElite4-Drilling.jpg|thumb|none|600px|The player holds the M30 Luftwaffe Drilling.]]&lt;br /&gt;
[[File:SniperElite4-Drilling2.jpg|thumb|none|600px|Muzzle view.]]&lt;br /&gt;
[[File:SniperElite4-Drilling-Aim.jpg|thumb|none|600px|Aiming the Drilling. Note the reticle: the player currently uses shotgun ammo. Switching to rifle ammo will decrease the size of the reticle to that of a sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] (&amp;quot;Trench Gun&amp;quot; in-game) can be unlocked for player's loadout by killing an enemy sniper with it in the campaign. Oddly, it also sometimes appears as the Jägers' secondary weapon, although none of them actually switches to it in combat.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|none|350px|Winchester Model 1897 - 12 gauge]]&lt;br /&gt;
[[File:SniperElite4-TrenchGun.jpg|thumb|none|600px|The player holds the Winchester Model 1897.]]&lt;br /&gt;
[[File:SniperElite4-TrenchGun-Aim.jpg|thumb|none|600px|Aiming the M1897.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Carcano M91/41==&lt;br /&gt;
The [[Carcano_Rifle_Series#Carcano_M91.2F41|Carcano M91/41]] is one of the rifles in the game, rather commonly found in several locations fitting the Italian setting, and in the hands of Italian soldiers since it is Italy's service rifle during the war. It uses en-bloc clips so it reloads incredibly quickly. It is also very powerful, which is somewhat strange considering the 6.5x52mm Carcano round was more equal to modern intermediate rounds in terms of stopping power than full-power rifle rounds of its era.&lt;br /&gt;
[[Image:CarcanoM91Rifle.jpg|thumb|none|350px|Carcano M91/41 - 6.5mm]]&lt;br /&gt;
[[File:SniperElite4-Carcano.jpg|thumb|none|600px|The player holds the Carcano M91/41.]]&lt;br /&gt;
[[File:SniperElite4-Carcano-Aim.jpg|thumb|none|600px|Aiming the Carcano.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The [[De Lisle Carbine]] is available in the &amp;quot;Silent Warfare Weapons&amp;quot; DLC pack. Its integral suppressor gives it a very quiet and distinct firing sound.&lt;br /&gt;
[[Image:45ACP_DeLisle_Carbine_4.jpg|thumb|none|350px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:SniperElite4-DeLisle.jpg|thumb|none|600px|The player holds the De Lisle Carbine.]]&lt;br /&gt;
[[File:SniperElite4-DeLisle-Aim.jpg|thumb|none|600px|Aiming the De Lisle Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The [[FG 42]] is the main weapon used by Support Jäger soldiers. It is unavailable to equip in the loadout but can be picked up by the player in the field.&lt;br /&gt;
[[Image:FG421stPattern.jpg|thumb|none|350px|FG 42 - 7.92x57mm Mauser‎]]&lt;br /&gt;
[[File:SniperElite4-FG1.jpg|thumb|none|600px|Karl aims the FG42.]]&lt;br /&gt;
[[File:SniperElite4-FG2.jpg|thumb|none|600px|Running animation.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] returns from previous games.&lt;br /&gt;
[[Image:Gew 43.jpg|thumb|none|350px|Gewehr 43 with ZF 4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:SniperElite4-G43.jpg|thumb|none|600px|The player holds the Gewehr 43.]]&lt;br /&gt;
[[File:SniperElite4-G43-Aim.jpg|thumb|none|600px|Aiming the G43.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is the most common rifle in the game, used by Wehrmacht soldiers.&lt;br /&gt;
[[Image:Mauser g98 Sniper.jpg|thumb|none|350px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:SniperElite4-Kar98k.jpg|thumb|none|600px|The player holds the Karabiner 98k.]]&lt;br /&gt;
[[File:SniperElite4-Kar98k-Aim.jpg|thumb|none|600px|Aiming the Kar98k.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 4 Mk I==&lt;br /&gt;
The [[Short_Magazine_Lee-Enfield_(SMLE)#Short_Magazine_Lee-Enfield_rifle|Lee-Enfield No. 4 Mk I]] returns from ''[[Sniper Elite III]]''. It still has the highest magazine capacity of the bolt-action sniper rifles.&lt;br /&gt;
[[Image:LeeEnfield4Rifle.jpg|thumb|none|350px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:SniperElite4-LeeEnfield.jpg|thumb|none|600px|The player holds the Lee-Enfield No. 4 Mk I.]]&lt;br /&gt;
[[File:SniperElite4-LeeEnfield-Aim.jpg|thumb|none|600px|Aiming the Lee-Enfield.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1 Carbine]] is available in the &amp;quot;Allied Forces Rifle&amp;quot; DLC pack. The gun incorrectly holds 20 rounds in a standard 15-round straight magazine.&lt;br /&gt;
[[Image:T3car.jpg|thumb|none|350px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:SniperElite4-M1Carbine.jpg|thumb|none|600px|The player holds the M1 Carbine.]]&lt;br /&gt;
[[File:SniperElite4-M1Carbine-Aim.jpg|thumb|none|600px|Aiming the M1 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==M1903A4 Springfield==&lt;br /&gt;
The [[M1903_Springfield#M1903A4_Springfield_Sniper_Rifle|M1903A4 Springfield]] is the first rifle available in the player's arsenal.&lt;br /&gt;
[[Image:M1903A4Weaver.jpeg|thumb|none|350px|M1903A4 Springfield - .30-06]]&lt;br /&gt;
[[File:SniperElite4-Springfield.jpg|thumb|none|600px|The player holds the M1903A4 Springfield.]]&lt;br /&gt;
[[File:SniperElite4-Springfield-Aim.jpg|thumb|none|600px|Aiming the Springfield.]]&lt;br /&gt;
&lt;br /&gt;
==M1C Garand==&lt;br /&gt;
The [[M1_Garand|M1C Garand]] is available in the &amp;quot;Allied Forces Rifle&amp;quot; DLC pack. Since the M1C variant was introduced in June 1944, its appearance in 1943 is anachronistic.&lt;br /&gt;
[[Image:M1CSniper.jpg|thumb|none|350px|M1C Garand with M82 scope - .30-06.]]&lt;br /&gt;
[[File:SniperElite4-M1Garand.jpg|thumb|none|600px|The player holds the M1C Garand.]]&lt;br /&gt;
[[File:SniperElite4-M1Garand-Aim.jpg|thumb|none|600px|Aiming the M1C Garand.]]&lt;br /&gt;
&lt;br /&gt;
==MKb 42(H)==&lt;br /&gt;
The [[Sturmgewehr 44|MKb 42(H)]] is available in the game, labeled the &amp;quot;MKb 42&amp;quot;. It is used by the elite German soldiers known as Jägers.&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|350px|Sport Systeme Dittrich reproduction of the Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:SniperElite4-MKb42.jpg|thumb|none|600px|The player holds the MKb 42(H).]]&lt;br /&gt;
[[File:SniperElite4-MKb42-Aim.jpg|thumb|none|600px|Aiming the MKb 42(H).]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
The [[Mosin_Nagant_Rifle|Mosin-Nagant M91/30]] can be found in weapon caches. During Mission 2, the player can find a unique Mosin-Nagant called &amp;quot;Greta&amp;quot;. The diary of the resident German sniper describes this as his favorite rifle (apparently a war trophy from the Eastern front). Stat-wise, the Greta has no differences to a regular Mosin-Nagant.&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|350px|Mosin-Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[File:SniperElite4-Mosin.jpg|thumb|none|600px|The player holds the Mosin-Nagant M91/30.]]&lt;br /&gt;
[[File:SniperElite4-Mosin-Aim.jpg|thumb|none|600px|Aiming the Mosin-Nagant.]]&lt;br /&gt;
&lt;br /&gt;
==Ross Mark III==&lt;br /&gt;
The [[Ross_Rifle|Ross rifle Mark III]] is available in the &amp;quot;Allied Forces Rifle&amp;quot; DLC pack.&lt;br /&gt;
[[Image:Ross mk-iii sniper.jpg|thumb|none|350px|Ross Mark III - .303 British with Warner &amp;amp; Swasey M1913 Musket Sight]]&lt;br /&gt;
[[File:SniperElite4-Ross.jpg|thumb|none|600px|The player holds the Ross Mark III.]]&lt;br /&gt;
[[File:SniperElite4-Ross-Aim.jpg|thumb|none|600px|Aiming the Ross.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr-Mannlicher M1895==&lt;br /&gt;
The [[Steyr-Mannlicher M1895]] appears as the &amp;quot;Mannlicher&amp;quot;. Its straight-pull bolt gives it a higher rate of fire than most other bolt-action rifles. Because of its en-bloc clip, it reloads extremely quickly.&lt;br /&gt;
[[Image:Mannlicher1895sniper.JPG|thumb|none|350px|Scoped Steyr M1895 Rifle - 8x50mmR Mannlicher]]&lt;br /&gt;
[[File:SniperElite4-Mannlicher.jpg|thumb|none|600px|The player holds the Steyr-Mannlicher M1895.]]&lt;br /&gt;
[[File:SniperElite4-Mannlicher-Aim.jpg|thumb|none|600px|Aiming the M1895. Note the position of the striker, which slams in when the gun is fired, a nice detail.]]&lt;br /&gt;
&lt;br /&gt;
==Swedish Mauser 1896==&lt;br /&gt;
The [[Mauser_Rifle_Series#1896_Swedish_Mauser|Swedish Mauser 1896]] is available in the &amp;quot;Night Fighter Expansion&amp;quot; DLC pack. Appears as &amp;quot;Swedish Mauser&amp;quot;.&lt;br /&gt;
[[Image:Swedish M41 Mauser sniper.jpg|thumb|none|350px|Swedish M41 Mauser sniper rifle - 6.5x55mm]]&lt;br /&gt;
[[File:SniperElite4-SwedishMauser.jpg|thumb|none|600px|The player holds the Swedish Mauser.]]&lt;br /&gt;
[[File:SniperElite4-SwedishMauser-Aim.jpg|thumb|none|600px|Aiming the Swedish Mauser.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-38==&lt;br /&gt;
The [[Tokarev SVT-38]] is available in the &amp;quot;Lock and Load Weapons&amp;quot; DLC pack.&lt;br /&gt;
[[File:SVT-38 Sniper.jpg|thumb|none|350px|Tokarev SVT-38, sniper variant - 7.62x54mm R]]&lt;br /&gt;
[[File:SniperElite4-SVT.jpg|thumb|none|600px|The player holds the Tokarev SVT-38.]]&lt;br /&gt;
[[File:SniperElite4-SVT-Aim.jpg|thumb|none|600px|Aiming the SVT-38.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1895==&lt;br /&gt;
The [[Winchester Model 1895]] is available in the &amp;quot;Urban Assault Expansion&amp;quot; DLC pack.&lt;br /&gt;
[[Image:Winchester-Model-1895.jpg|thumb|none|350px|Winchester Model 1895 - .30 Cal]]&lt;br /&gt;
[[File:SniperElite4-W1895.jpg|thumb|none|600px|The player holds the Winchester Model 1895.]]&lt;br /&gt;
[[File:SniperElite4-W1895-Aim.jpg|thumb|none|600px|Aiming the M1895.]]&lt;br /&gt;
&lt;br /&gt;
==ZH-29==&lt;br /&gt;
The [[ZH-29]] is available in the &amp;quot;Cold Warfare Winter Expansion&amp;quot; DLC pack. It has a 20-round capacity, though its in-game magazine model seems closer to a 10-round magazine.&lt;br /&gt;
[[File:ZH-29_10rd.jpg|thumb|none|350px|ZH-29 with 10-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:ZH-29_20rd.jpg|thumb|none|350px|ZH-29 with 20-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:SniperElite4-ZH29.jpg|thumb|none|600px|The player holds the ZH-29.]]&lt;br /&gt;
[[File:SniperElite4-ZH29-Aim.jpg|thumb|none|600px|Aiming the ZH-29.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The [[Luftfaust]] (aka Fliegerfaust B) can be found in the Deathstorm Part 2: Infiltration DLC called a &amp;quot;Neunfaust R1&amp;quot;, referencing its nine barrels. It is considerably anachronistic for the period since it was developed near the end of the war.&lt;br /&gt;
[[File:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
The [[Panzerfaust]] is chiefly used as Faust Troopers. It is unavailable to equip in the loadout but can be picked up by the player on the field.&lt;br /&gt;
Oddly, in the game it can be reloaded by inserting a new warhead into the tube, in a way similar to [[RPG-2]] and [[RPG-7]], despite being a single shot, disposable launcher.&lt;br /&gt;
[[Image:Panzerfaust.jpg|thumb|none|350px|Panzerfaust - 44mm with 149mm warhead]]&lt;br /&gt;
[[Image:SniperElite4-Panzerfaust.jpg|thumb|none|600px|Karl aims a Panzerfaust.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Guns=&lt;br /&gt;
==Leuchtpistole==&lt;br /&gt;
The [[Leuchtpistole]] can used by the player and German Radio operators to call in artillery strikes. The player can also pick up a Leuchtpistole from a fallen radio operator and call in an artillery strike on their own, the German artillery crews apparently being instructed to deliver a barrage on any red flare they spot.&lt;br /&gt;
[[Image:Pistol German WW2 flare gun 'Leuchtpistole' Heeresmodell 1934, Code 'S-1938'.jpg|thumb|none|350px|Leuchtpistole - 26.65mm]]&lt;br /&gt;
[[File:SniperElite4-leucht.jpg|thumb|none|600px|A Radio operater fires his Flare gun.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model_24_Stielhandgranate|Stielhandgranate M24]] returns from previous installments. It comes in two variants: regular and adhesive. The latter is a sticky variant of the grenade, which can stick to most surfaces in the game, including enemies.&lt;br /&gt;
[[Image:24-43 grenade.jpg|thumb|none|200px|Stielhandgranate M24]]&lt;br /&gt;
[[File:SniperElite4-Stickgrenade.jpg|thumb|none|600px|Karl prepares a Stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] returns from previous installments. It comes in two variants: regular and delayed.&lt;br /&gt;
[[Image:SMine35.jpg|thumb|none|200px|S-Mine]]&lt;br /&gt;
[[File:SniperElite4-Smine.jpg|thumb|none|600px|Ülaced S-Mine in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 35 (Stahl)==&lt;br /&gt;
The [[Tellermine 35 (Stahl)]] returns from previous installments. It comes in two variants: regular and double-press.&lt;br /&gt;
[[Image:Normal tmi-35.jpg|thumb|none|200px|Tellermine 35 (Stahl) Anti-tank mine]]&lt;br /&gt;
[[File:SniperElite4-Tellermine.jpg|thumb|none|600px|Placed Tellermine in-game.]]&lt;br /&gt;
&lt;br /&gt;
==TNT==&lt;br /&gt;
The TNT returns from previous installments. It comes in two variants: regular and timed.&lt;br /&gt;
&lt;br /&gt;
==Tripe Wire Mine==&lt;br /&gt;
It comes in two variants: regular and delayed.&lt;br /&gt;
[[File:SniperElite4-Tripwire1.jpg|thumb|none|600px|A mine in-game.]]&lt;br /&gt;
[[File:SniperElite4-Tripwire2.jpg|thumb|none|600px|Placed Tripwire mine in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==8.8cm Flak 37==&lt;br /&gt;
The 8.8 cm Flak 37 must be destroyed in one mission.&lt;br /&gt;
[[Image:FlaK37-36Barrel.jpg|thumb|none|400px|8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) with FlaK 36-style two-piece barrel - 88x571mm R]]&lt;br /&gt;
[[File:SniperElite4-Flak1.jpg|thumb|none|600px|Flak 37 in-game.]]&lt;br /&gt;
[[File:SniperElite4-Flak2.jpg|thumb|none|600px|Right side with the the pointer dials.]]&lt;br /&gt;
&lt;br /&gt;
==28-cm-Kanone 5 (E)==&lt;br /&gt;
The Krupp 28-cm-Kanone 5 (E) railway gun must be destroyed in the third mission.&lt;br /&gt;
[[File:SniperElite4-KruppKanone.jpg|thumb|none|600px|The Railway gun in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Breda Model 35==&lt;br /&gt;
The Breda Model 35 Light anti-aircraft gun is mounted on Italian vehicles and MAS boats.&lt;br /&gt;
[[File:SniperElite4-Breda.jpg|thumb|none|600px|The mounted Breda on a MAS boat.]]&lt;br /&gt;
&lt;br /&gt;
==Browning .303 Mk II==&lt;br /&gt;
British planes like the Avro Lancaster bomber are armed with [[Browning AN/M2|Browning .303 Mk II]] machine guns.&lt;br /&gt;
[[File:Browning.303.jpg|thumb|none|400px|Browning .303 Mk II - .303 British]]&lt;br /&gt;
[[Image:SniperElite4-Browning.jpg|thumb|none|600px|Two Brownings mounted in the bomber.]]&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
[[Image:Naval cannon.jpg|thumb|none|400px|Naval cannon - 18th century]]&lt;br /&gt;
[[Image:sn_el4_cannon.jpg|thumb|none|600px|A cannon in the first mission.]]&lt;br /&gt;
&lt;br /&gt;
==Flakvierling 38==&lt;br /&gt;
The [[Flakvierling 38]] appears on most missions of the game.&lt;br /&gt;
[[file:Flak38.jpg|thumb|none|350px|Flakvierling 38 - 20x138mmB.]]&lt;br /&gt;
[[Image:SniperElite4-Flakvierling1.jpg|thumb|none|600px|Front view.]]&lt;br /&gt;
[[Image:SniperElite4-Flakvierling2.jpg|thumb|none|600px|Rear view.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks, vehicles and pillboxes.&lt;br /&gt;
[[File:Mg-34.jpg|thumb|none|400px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:SniperElite4-MG34.jpg|thumb|none|600px|An MG34 mounted in a Panzer IV bunker turret.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Sniper_Elite_4&amp;diff=1302438</id>
		<title>Sniper Elite 4</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Sniper_Elite_4&amp;diff=1302438"/>
		<updated>2019-10-22T00:42:21Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* Beretta M1934 */ No need to be snarky.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WIP}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Sniper Elite 4&lt;br /&gt;
|picture   = SniperElite4-Cover.jpg&lt;br /&gt;
|caption   = ''PC Boxart''&lt;br /&gt;
|date      = February 14, 2017&lt;br /&gt;
|developer = Rebellion Developments&lt;br /&gt;
|publisher = Rebellion Developments&lt;br /&gt;
|series    = [[Sniper Elite (disambiguation)|Sniper Elite]]&lt;br /&gt;
|platforms = PC&amp;lt;br&amp;gt;PlayStation 4&amp;lt;br&amp;gt;Xbox One&lt;br /&gt;
|genre     = Third-person shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Sniper Elite 4''''' is the fourth installment in the ''[[Sniper Elite (disambiguation)|Sniper Elite]]'' video game series, and a sequel to ''[[Sniper Elite III]]''. Set in Italy in the year of 1943, the game continues the exploits of OSS sniper Karl Fairburne as he attempts to help the local partisan movement overthrow the fascist government and thwart a plan conducted by the Germans that could threaten the upcoming Allied invasion of Italy. &lt;br /&gt;
&lt;br /&gt;
{{VG Title}} &lt;br /&gt;
__TOC__&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Beretta M1934==&lt;br /&gt;
The [[Beretta M1934]], the standard sidearm of the Italian forces during WWII, makes its debut appearance.&lt;br /&gt;
[[Image:Beretta_Model_1934_Pistol.jpg|thumb|none|350px|Beretta M1934 - .380 ACP]]&lt;br /&gt;
[[File:SniperElite4-M1934.jpg|thumb|none|600px|The player holds the Beretta M1934.]]&lt;br /&gt;
[[File:SniperElite4-M1934-Aim.jpg|thumb|none|600px|Aiming the M1934.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[M1911_pistol_series#M1911A1|M1911A1]] returns from previous games as the &amp;quot;M1911&amp;quot;.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:SniperElite4-M1911.jpg|thumb|none|600px|The player holds the Colt M1911A1.]]&lt;br /&gt;
[[File:SniperElite4-M1911-Aim.jpg|thumb|none|600px|Aiming the M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==High Standard HDM==&lt;br /&gt;
The [[High Standard HDM]] returns from ''[[Sniper Elite III]]'', available in the &amp;quot;Silent Warfare Weapons&amp;quot; DLC pack.&lt;br /&gt;
[[Image:Hi-Standard-HD-Silenced.jpg|thumb|none|350px|High Standard HDM - .22 LR]]&lt;br /&gt;
[[File:SniperElite4-HDM.jpg|thumb|none|600px|The player holds the High Standard HDM.]]&lt;br /&gt;
[[File:SniperElite4-HDM-Aim.jpg|thumb|none|600px|Aiming the HDM.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
The [[Luger P08]] returns from previous games as the main sidearm for the Germans, and can be unlocked for player's loadout by melee killing 10 officers in the campaign.&lt;br /&gt;
[[Image:P08Luger1917.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:SniperElite4-P08.jpg|thumb|none|600px|The player holds the Luger P08.]]&lt;br /&gt;
[[File:SniperElite4-P08-Aim.jpg|thumb|none|600px|Aiming the P08.]]&lt;br /&gt;
&lt;br /&gt;
==Mauser M712 Schnellfeuer==&lt;br /&gt;
The [[Mauser_C96#Mauser_M712_Schnellfeuer|Mauser M712 Schnellfeuer]] is available in the &amp;quot;Lock and Load Weapons&amp;quot; DLC pack and is the only handgun to feature fully automatic fire mode.&lt;br /&gt;
[[Image:MauserM712Schnellfeuer.jpg|thumb|none|350px|Mauser M712 Schnellfeuer - 7.63x25mm Mauser]]&lt;br /&gt;
[[File:SniperElite4-M712.jpg|thumb|none|600px|The player holds the Mauser M712 Schnellfeuer.]]&lt;br /&gt;
[[File:SniperElite4-M712-Aim.jpg|thumb|none|600px|Aiming the M712.]]&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
The [[Nagant_Revolver|Nagant M1895]] is available in the &amp;quot;Night Fighter Expansion&amp;quot; DLC pack. It's accurate, powerful and retains its unique (for a revolver) ability to be suppressed, but is very slow to reload because its loading gate means that rounds must be replaced individually.&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 - 7.62x38R Nagant]]&lt;br /&gt;
[[File:SniperElite4-Nagant.jpg|thumb|none|600px|The player holds the Nagant M1895.]]&lt;br /&gt;
[[File:SniperElite4-Nagant-Aim.jpg|thumb|none|600px|Aiming the M1895.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33==&lt;br /&gt;
The [[Tokarev_TT-33_Pistol|Tokarev TT-33]] is available in the &amp;quot;Cold Warfare Winter Expansion&amp;quot; DLC pack.&lt;br /&gt;
[[Image:TT-33-Wartime.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:SniperElite4-TT33.jpg|thumb|none|600px|The player holds the Tokarev TT-33.]]&lt;br /&gt;
[[File:SniperElite4-TT33-Aim.jpg|thumb|none|600px|Aiming the TT-33.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
The [[Walther P38]] returns from ''[[Sniper Elite III]]'' as the &amp;quot;Army Pistol 38&amp;quot;.&lt;br /&gt;
[[Image:P38.jpg|thumb|none|350px|Walther P38 - 9x19mm]]&lt;br /&gt;
[[File:SniperElite4-P38.jpg|thumb|none|600px|The player holds the Walther P38.]]&lt;br /&gt;
[[File:SniperElite4-P38-Aim.jpg|thumb|none|600px|Aiming the P38.]]&lt;br /&gt;
&lt;br /&gt;
==Walther PPK==&lt;br /&gt;
The [[Walther_PP_Pistol_Series#Walther_PPK|Walther PPK]] is available in the &amp;quot;Urban Assault Expansion&amp;quot; DLC pack. The in-game 6-round magazine capacity denotes the .380 ACP variant.&lt;br /&gt;
[[Image:WaltherPPK.jpg|thumb|none|350px|Walther PPK - .380 ACP]]&lt;br /&gt;
[[File:SniperElite4-PPK.jpg|thumb|none|600px|The player holds the Walther PPK.]]&lt;br /&gt;
[[File:SniperElite4-PPK-Aim.jpg|thumb|none|600px|Aiming the PPK.]]&lt;br /&gt;
&lt;br /&gt;
==Webley Mk. VI==&lt;br /&gt;
The [[Webley_Revolvers#Webley_.455_Mk_VI|Webley Mk. VI]] is the most powerful handgun in the game. It also has the most range compared to any of the other handguns, but rather obviously cannot be fitted with a suppressor.&lt;br /&gt;
[[Image:Webley Mk VI.jpg|thumb|none|350px|Webley Mk. VI - .455 Webley]]&lt;br /&gt;
[[File:SniperElite4-Webley.jpg|thumb|none|600px|The player holds the Webley.]]&lt;br /&gt;
[[File:SniperElite4-Webley-Aim.jpg|thumb|none|600px|Aiming the Webley.]]&lt;br /&gt;
&lt;br /&gt;
==Welrod Mark I==&lt;br /&gt;
The [[Welrod_Pistol|Welrod pistol Mark I]] is the first handgun available in the player's arsenal. Like in previous games, the Welrod is incorrectly modeled with the front sight at the muzzle end like on the Mark II, but with the trigger guard of the Mark I.&lt;br /&gt;
[[Image:Welrod.jpg|thumb|none|350px|Welrod Mark I - 9x19mm]]&lt;br /&gt;
[[File:SniperElite4-Welrod.jpg|thumb|none|600px|The player holds the Welrod.]]&lt;br /&gt;
[[File:SniperElite4-Welrod-Aim.jpg|thumb|none|600px|Aiming the Welrod.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==Beretta Model 38A==&lt;br /&gt;
The [[Beretta_Model_38#Beretta_Model_38A|Beretta Model 38A]] returns from ''[[Sniper Elite III]]'', labeled &amp;quot;MAB38&amp;quot;. Being the standard SMG for the Italian forces, it is commonly found in the hands of Italian soldiers.&lt;br /&gt;
[[Image:Beretta_Model_38A.jpg|thumb|none|350px|Beretta Model 38A - 9x19mm]]&lt;br /&gt;
[[File:SniperElite4-MAB38.jpg|thumb|none|600px|The player holds the Beretta Model 38A.]]&lt;br /&gt;
[[File:SniperElite4-MAB38-Aim.jpg|thumb|none|600px|Aiming the MAB 38A.]]&lt;br /&gt;
&lt;br /&gt;
==FNAB-43==&lt;br /&gt;
The Italian [[FNA-B_43|FNAB-43]] submachine gun appears in the game. It has the lowest recoil compared to any of the other SMGs, but also has the lowest magazine capacity of 20 rounds, despite being depicted with a 40-round magazine.&lt;br /&gt;
[[Image:FNAB Mod1943.jpg|thumb|none|350px|FNA-B 43 with 40-round magazine - 9x19mm]]&lt;br /&gt;
[[File:SniperElite4-FNAB43.jpg|thumb|none|600px|The player holds the FNAB-43.]]&lt;br /&gt;
[[File:SniperElite4-FNAB43-Aim.jpg|thumb|none|600px|Aiming the FNAB-43.]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[Thompson_Submachine_Gun#M1A1_Thompson|M1A1 Thompson]] is the first secondary weapon available in the player's arsenal. Being a starter gun, it packs abnormally low firepower compared to other submachine guns despite being chambered for .45 ACP.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|350px|M1A1 Thompson - .45 ACP]]&lt;br /&gt;
[[File:SniperElite4-Thompson.jpg|thumb|none|600px|The player holds the M1A1 Thompson.]]&lt;br /&gt;
[[File:SniperElite4-Thompson-Aim.jpg|thumb|none|600px|Aiming the Thompson.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
The [[M3_Grease_Gun#M3.2FM3A1_.22Grease_Gun.22|M3 &amp;quot;Grease Gun&amp;quot;]] returns from ''[[Sniper Elite III]]''. Despite being available in the &amp;quot;Silent Warfare Weapons&amp;quot; DLC pack, it is the only unsuppressed weapon in the pack, even though a real-life variant with integral suppressor existed.&lt;br /&gt;
[[Image:M3 Grease.jpg|thumb|none|350px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:SniperElite4-GreaseGun.jpg|thumb|none|600px|The player holds the M3 &amp;quot;Grease Gun&amp;quot;.]]&lt;br /&gt;
[[File:SniperElite4-GreaseGun-Aim.jpg|thumb|none|600px|Aiming the M3.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
The [[MP40#MP40|MP40]] is the most common submachine gun in the game, being carried by many German soldiers. The stock always appears folded.&lt;br /&gt;
[[File:MP40 Bakelite.jpg|thumb|none|350px|MP40 with brown bakelite lower receiver - 9x19mm]]&lt;br /&gt;
[[File:SniperElite4-MP40.jpg|thumb|none|600px|The player holds the MP40.]]&lt;br /&gt;
[[File:SniperElite4-MP40-Aim.jpg|thumb|none|600px|Aiming the MP40. Like in many other media, the weapon is incorrectly held by the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==OVP M1918==&lt;br /&gt;
The [[Villar-Perosa_M1915_SMG#OVP M1918|OVP M1918]] is available in the &amp;quot;Night Fighter Expansion&amp;quot; DLC pack.&lt;br /&gt;
[[Image:Villar-perosa 1918.jpg|thumb|none|350px|Villar Perosa M1918 - 9x19mm Glisenti]]&lt;br /&gt;
[[File:SniperElite4-OVP.jpg|thumb|none|600px|The player holds the OVP M1918.]]&lt;br /&gt;
[[File:SniperElite4-OVP-Aim.jpg|thumb|none|600px|Aiming the M1918.]]&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
The [[PPSh-41]] is available in the &amp;quot;Cold Warfare Winter Expansion&amp;quot; DLC pack. It has a 71-round drum magazine, giving it the highest capacity of all the SMGs.&lt;br /&gt;
[[Image:PPSH-01-SMG.jpg|thumb|none|350px|PPSh-41 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:SniperElite4-PPSH41.jpg|thumb|none|600px|The player holds the PPSh-41.]]&lt;br /&gt;
[[File:SniperElite4-PPSH41-Aim.jpg|thumb|none|600px|Aiming the PPSh-41.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk II==&lt;br /&gt;
The [[Sten#Sten_Mk_II|Sten Mk II]] is available in the &amp;quot;Urban Assault Expansion&amp;quot; DLC pack. Unlike the aforementioned MP40, the Sten is correctly grasped by the slanted forward part of the receiver.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|350px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:SniperElite4-StenMk2.jpg|thumb|none|600px|The player holds the Sten Mk II.]]&lt;br /&gt;
[[File:SniperElite4-StenMk2-Aim.jpg|thumb|none|600px|Aiming the Sten.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
&lt;br /&gt;
==M30 Luftwaffe Drilling==&lt;br /&gt;
The [[M30 Luftwaffe Drilling]] is available in the &amp;quot;Lock and Load Weapons&amp;quot; DLC pack. It's a ''drilling'' (German for &amp;quot;triplet&amp;quot;) combination gun featuring two 12 gauge shotgun barrels and a 9.3x74mmR rifle barrel. Both shotgun barrels in-game use buckshot. The rifle round is more accurate than the shotgun shells (with a tighter crosshair), and has a different firing sound. The currently used ammo is shown on the HUD. The player can choose which ammo to use first by selecting the ammo type from weapon wheel or pressing the secondary weapon button twice. The game automatically switches to the alternate ammunition when the player fires the rifle round or fires both shotgun shells. Reloading reloads all three barrels. The rifle round draws from the same generic sniper rifle ammo pool as the sniper rifles.&lt;br /&gt;
[[Image:M30LuftwaffenDrilling.jpg|thumb|none|350px|Sauer &amp;amp; Sohn M30 Luftwaffe Drilling - 12 gauge, 9.3x74mmR]]&lt;br /&gt;
[[File:SniperElite4-Drilling.jpg|thumb|none|600px|The player holds the M30 Luftwaffe Drilling.]]&lt;br /&gt;
[[File:SniperElite4-Drilling2.jpg|thumb|none|600px|Muzzle view.]]&lt;br /&gt;
[[File:SniperElite4-Drilling-Aim.jpg|thumb|none|600px|Aiming the Drilling. Note the reticle: the player currently uses shotgun ammo. Switching to rifle ammo will decrease the size of the reticle to that of a sniper rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1897==&lt;br /&gt;
The [[Winchester Model 1897]] (&amp;quot;Trench Gun&amp;quot; in-game) can be unlocked for player's loadout by killing an enemy sniper with it in the campaign. Oddly, it also sometimes appears as the Jägers' secondary weapon, although none of them actually switches to it in combat.&lt;br /&gt;
[[Image:Winchester1897TrenchTakedown.jpg|thumb|none|350px|Winchester Model 1897 - 12 gauge]]&lt;br /&gt;
[[File:SniperElite4-TrenchGun.jpg|thumb|none|600px|The player holds the Winchester Model 1897.]]&lt;br /&gt;
[[File:SniperElite4-TrenchGun-Aim.jpg|thumb|none|600px|Aiming the M1897.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Carcano M91/41==&lt;br /&gt;
The [[Carcano_Rifle_Series#Carcano_M91.2F41|Carcano M91/41]] is one of the rifles in the game, rather commonly found in several locations fitting the Italian setting, and in the hands of Italian soldiers since it is Italy's service rifle during the war. It uses en-bloc clips so it reloads incredibly quickly. It is also very powerful, which is somewhat strange considering the 6.5x52mm Carcano round was more equal to modern intermediate rounds in terms of stopping power than full-power rifle rounds of its era.&lt;br /&gt;
[[Image:CarcanoM91Rifle.jpg|thumb|none|350px|Carcano M91/41 - 6.5mm]]&lt;br /&gt;
[[File:SniperElite4-Carcano.jpg|thumb|none|600px|The player holds the Carcano M91/41.]]&lt;br /&gt;
[[File:SniperElite4-Carcano-Aim.jpg|thumb|none|600px|Aiming the Carcano.]]&lt;br /&gt;
&lt;br /&gt;
==De Lisle Carbine==&lt;br /&gt;
The [[De Lisle Carbine]] is available in the &amp;quot;Silent Warfare Weapons&amp;quot; DLC pack. Its integral suppressor gives it a very quiet and distinct firing sound.&lt;br /&gt;
[[Image:45ACP_DeLisle_Carbine_4.jpg|thumb|none|350px|De Lisle Carbine - .45 ACP]]&lt;br /&gt;
[[File:SniperElite4-DeLisle.jpg|thumb|none|600px|The player holds the De Lisle Carbine.]]&lt;br /&gt;
[[File:SniperElite4-DeLisle-Aim.jpg|thumb|none|600px|Aiming the De Lisle Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The [[FG 42]] is the main weapon used by Support Jäger soldiers. It is unavailable to equip in the loadout but can be picked up by the player in the field.&lt;br /&gt;
[[Image:FG421stPattern.jpg|thumb|none|350px|FG 42 - 7.92x57mm Mauser‎]]&lt;br /&gt;
[[File:SniperElite4-FG1.jpg|thumb|none|600px|Karl aims the FG42.]]&lt;br /&gt;
[[File:SniperElite4-FG2.jpg|thumb|none|600px|Running animation.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The [[Gewehr 43]] returns from previous games.&lt;br /&gt;
[[Image:Gew 43.jpg|thumb|none|350px|Gewehr 43 with ZF 4 scope - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:SniperElite4-G43.jpg|thumb|none|600px|The player holds the Gewehr 43.]]&lt;br /&gt;
[[File:SniperElite4-G43-Aim.jpg|thumb|none|600px|Aiming the G43.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is the most common rifle in the game, used by Wehrmacht soldiers.&lt;br /&gt;
[[Image:Mauser g98 Sniper.jpg|thumb|none|350px|Karabiner 98k - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:SniperElite4-Kar98k.jpg|thumb|none|600px|The player holds the Karabiner 98k.]]&lt;br /&gt;
[[File:SniperElite4-Kar98k-Aim.jpg|thumb|none|600px|Aiming the Kar98k.]]&lt;br /&gt;
&lt;br /&gt;
==Lee-Enfield No. 4 Mk I==&lt;br /&gt;
The [[Short_Magazine_Lee-Enfield_(SMLE)#Short_Magazine_Lee-Enfield_rifle|Lee-Enfield No. 4 Mk I]] returns from ''[[Sniper Elite III]]''. It still has the highest magazine capacity of the bolt-action sniper rifles.&lt;br /&gt;
[[Image:LeeEnfield4Rifle.jpg|thumb|none|350px|Lee-Enfield No. 4 Mk I - .303 British]]&lt;br /&gt;
[[File:SniperElite4-LeeEnfield.jpg|thumb|none|600px|The player holds the Lee-Enfield No. 4 Mk I.]]&lt;br /&gt;
[[File:SniperElite4-LeeEnfield-Aim.jpg|thumb|none|600px|Aiming the Lee-Enfield.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1_Carbine#M1.2FM1A1_Carbine|M1 Carbine]] is available in the &amp;quot;Allied Forces Rifle&amp;quot; DLC pack. The gun incorrectly holds 20 rounds in a standard 15-round straight magazine.&lt;br /&gt;
[[Image:T3car.jpg|thumb|none|350px|M1 Carbine - .30 Carbine]]&lt;br /&gt;
[[File:SniperElite4-M1Carbine.jpg|thumb|none|600px|The player holds the M1 Carbine.]]&lt;br /&gt;
[[File:SniperElite4-M1Carbine-Aim.jpg|thumb|none|600px|Aiming the M1 Carbine.]]&lt;br /&gt;
&lt;br /&gt;
==M1903A4 Springfield==&lt;br /&gt;
The [[M1903_Springfield#M1903A4_Springfield_Sniper_Rifle|M1903A4 Springfield]] is the first rifle available in the player's arsenal.&lt;br /&gt;
[[Image:M1903A4Weaver.jpeg|thumb|none|350px|M1903A4 Springfield - .30-06]]&lt;br /&gt;
[[File:SniperElite4-Springfield.jpg|thumb|none|600px|The player holds the M1903A4 Springfield.]]&lt;br /&gt;
[[File:SniperElite4-Springfield-Aim.jpg|thumb|none|600px|Aiming the Springfield.]]&lt;br /&gt;
&lt;br /&gt;
==M1C Garand==&lt;br /&gt;
The [[M1_Garand|M1C Garand]] is available in the &amp;quot;Allied Forces Rifle&amp;quot; DLC pack. Since the M1C variant was introduced in June 1944, its appearance in 1943 is anachronistic.&lt;br /&gt;
[[Image:M1CSniper.jpg|thumb|none|350px|M1C Garand with M82 scope - .30-06.]]&lt;br /&gt;
[[File:SniperElite4-M1Garand.jpg|thumb|none|600px|The player holds the M1C Garand.]]&lt;br /&gt;
[[File:SniperElite4-M1Garand-Aim.jpg|thumb|none|600px|Aiming the M1C Garand.]]&lt;br /&gt;
&lt;br /&gt;
==MKb 42(H)==&lt;br /&gt;
The [[Sturmgewehr 44|MKb 42(H)]] is available in the game, labeled the &amp;quot;MKb 42&amp;quot;. It is used by the elite German soldiers known as Jägers.&lt;br /&gt;
[[Image:German WW2 MP-44 copy Sport-Systeme Dittrich 'BD42(H)' designed from the MKB42(H).jpg|thumb|none|350px|Sport Systeme Dittrich reproduction of the Haenel MKb 42(H) - 7.92x33mm Kurz]]&lt;br /&gt;
[[File:SniperElite4-MKb42.jpg|thumb|none|600px|The player holds the MKb 42(H).]]&lt;br /&gt;
[[File:SniperElite4-MKb42-Aim.jpg|thumb|none|600px|Aiming the MKb 42(H).]]&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant M91/30==&lt;br /&gt;
The [[Mosin_Nagant_Rifle|Mosin-Nagant M91/30]] can be found in weapon caches. During Mission 2, the player can find a unique Mosin-Nagant called &amp;quot;Greta&amp;quot;. The diary of the resident German sniper describes this as his favorite rifle (apparently a war trophy from the Eastern front). Stat-wise, the Greta has no differences to a regular Mosin-Nagant.&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|350px|Mosin-Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[File:SniperElite4-Mosin.jpg|thumb|none|600px|The player holds the Mosin-Nagant M91/30.]]&lt;br /&gt;
[[File:SniperElite4-Mosin-Aim.jpg|thumb|none|600px|Aiming the Mosin-Nagant.]]&lt;br /&gt;
&lt;br /&gt;
==Ross Mark III==&lt;br /&gt;
The [[Ross_Rifle|Ross rifle Mark III]] is available in the &amp;quot;Allied Forces Rifle&amp;quot; DLC pack.&lt;br /&gt;
[[Image:Ross mk-iii sniper.jpg|thumb|none|350px|Ross Mark III - .303 British with Warner &amp;amp; Swasey M1913 Musket Sight]]&lt;br /&gt;
[[File:SniperElite4-Ross.jpg|thumb|none|600px|The player holds the Ross Mark III.]]&lt;br /&gt;
[[File:SniperElite4-Ross-Aim.jpg|thumb|none|600px|Aiming the Ross.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr-Mannlicher M1895==&lt;br /&gt;
The [[Steyr-Mannlicher M1895]] appears as the &amp;quot;Mannlicher&amp;quot;. Its straight-pull bolt gives it a higher rate of fire than most other bolt-action rifles. Because of its en-bloc clip, it reloads extremely quickly.&lt;br /&gt;
[[Image:Mannlicher1895sniper.JPG|thumb|none|350px|Scoped Steyr M1895 Rifle - 8x50mmR Mannlicher]]&lt;br /&gt;
[[File:SniperElite4-Mannlicher.jpg|thumb|none|600px|The player holds the Steyr-Mannlicher M1895.]]&lt;br /&gt;
[[File:SniperElite4-Mannlicher-Aim.jpg|thumb|none|600px|Aiming the M1895. Note the position of the striker, which slams in when the gun is fired, a nice detail.]]&lt;br /&gt;
&lt;br /&gt;
==Swedish Mauser 1896==&lt;br /&gt;
The [[Mauser_Rifle_Series#1896_Swedish_Mauser|Swedish Mauser 1896]] is available in the &amp;quot;Night Fighter Expansion&amp;quot; DLC pack. Appears as &amp;quot;Swedish Mauser&amp;quot;.&lt;br /&gt;
[[Image:Swedish M41 Mauser sniper.jpg|thumb|none|350px|Swedish M41 Mauser sniper rifle - 6.5x55mm]]&lt;br /&gt;
[[File:SniperElite4-SwedishMauser.jpg|thumb|none|600px|The player holds the Swedish Mauser.]]&lt;br /&gt;
[[File:SniperElite4-SwedishMauser-Aim.jpg|thumb|none|600px|Aiming the Swedish Mauser.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-38==&lt;br /&gt;
The [[Tokarev SVT-38]] is available in the &amp;quot;Lock and Load Weapons&amp;quot; DLC pack.&lt;br /&gt;
[[File:SVT-38 Sniper.jpg|thumb|none|350px|Tokarev SVT-38, sniper variant - 7.62x54mm R]]&lt;br /&gt;
[[File:SniperElite4-SVT.jpg|thumb|none|600px|The player holds the Tokarev SVT-38.]]&lt;br /&gt;
[[File:SniperElite4-SVT-Aim.jpg|thumb|none|600px|Aiming the SVT-38.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester Model 1895==&lt;br /&gt;
The [[Winchester Model 1895]] is available in the &amp;quot;Urban Assault Expansion&amp;quot; DLC pack.&lt;br /&gt;
[[Image:Winchester-Model-1895.jpg|thumb|none|350px|Winchester Model 1895 - .30 Cal]]&lt;br /&gt;
[[File:SniperElite4-W1895.jpg|thumb|none|600px|The player holds the Winchester Model 1895.]]&lt;br /&gt;
[[File:SniperElite4-W1895-Aim.jpg|thumb|none|600px|Aiming the M1895.]]&lt;br /&gt;
&lt;br /&gt;
==ZH-29==&lt;br /&gt;
The [[ZH-29]] is available in the &amp;quot;Cold Warfare Winter Expansion&amp;quot; DLC pack. It has a 20-round capacity, though its in-game magazine model seems closer to a 10-round magazine.&lt;br /&gt;
[[File:ZH-29_10rd.jpg|thumb|none|350px|ZH-29 with 10-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:ZH-29_20rd.jpg|thumb|none|350px|ZH-29 with 20-round magazine - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:SniperElite4-ZH29.jpg|thumb|none|600px|The player holds the ZH-29.]]&lt;br /&gt;
[[File:SniperElite4-ZH29-Aim.jpg|thumb|none|600px|Aiming the ZH-29.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
&lt;br /&gt;
==Luftfaust==&lt;br /&gt;
The [[Luftfaust]] (aka Fliegerfaust B) can be found in the Deathstorm Part 2: Infiltration DLC called a &amp;quot;Neunfaust R1&amp;quot;, referencing its nine barrels. It is considerably anachronistic for the period since it was developed near the end of the war.&lt;br /&gt;
[[File:Luftfaust-cp.jpg|thumb|none|400px|'''Replica''' Luftfaust (aka Fliegerfaust B) with 9-rocket clip - 20mm]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
The [[Panzerfaust]] is chiefly used as Faust Troopers. It is unavailable to equip in the loadout but can be picked up by the player on the field.&lt;br /&gt;
Oddly, in the game it can be reloaded by inserting a new warhead into the tube, in a way similar to [[RPG-2]] and [[RPG-7]], despite being a single shot, disposable launcher.&lt;br /&gt;
[[Image:Panzerfaust.jpg|thumb|none|350px|Panzerfaust - 44mm with 149mm warhead]]&lt;br /&gt;
[[Image:SniperElite4-Panzerfaust.jpg|thumb|none|600px|Karl aims a Panzerfaust.]]&lt;br /&gt;
&lt;br /&gt;
=Flare Guns=&lt;br /&gt;
==Leuchtpistole==&lt;br /&gt;
The [[Leuchtpistole]] can used by the player and German Radio operators to call in artillery strikes. The player can also pick up a Leuchtpistole from a fallen radio operator and call in an artillery strike on their own, the German artillery crews apparently being instructed to deliver a barrage on any red flare they spot.&lt;br /&gt;
[[Image:Pistol German WW2 flare gun 'Leuchtpistole' Heeresmodell 1934, Code 'S-1938'.jpg|thumb|none|350px|Leuchtpistole - 26.65mm]]&lt;br /&gt;
[[File:SniperElite4-leucht.jpg|thumb|none|600px|A Radio operater fires his Flare gun.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
The [[Model_24_Stielhandgranate|Stielhandgranate M24]] returns from previous installments. It comes in two variants: regular and adhesive. The latter is a sticky variant of the grenade, which can stick to most surfaces in the game, including enemies.&lt;br /&gt;
[[Image:24-43 grenade.jpg|thumb|none|200px|Stielhandgranate M24]]&lt;br /&gt;
[[File:SniperElite4-Stickgrenade.jpg|thumb|none|600px|Karl prepares a Stick grenade.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] returns from previous installments. It comes in two variants: regular and delayed.&lt;br /&gt;
[[Image:SMine35.jpg|thumb|none|200px|S-Mine]]&lt;br /&gt;
[[File:SniperElite4-Smine.jpg|thumb|none|600px|Ülaced S-Mine in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 35 (Stahl)==&lt;br /&gt;
The [[Tellermine 35 (Stahl)]] returns from previous installments. It comes in two variants: regular and double-press.&lt;br /&gt;
[[Image:Normal tmi-35.jpg|thumb|none|200px|Tellermine 35 (Stahl) Anti-tank mine]]&lt;br /&gt;
[[File:SniperElite4-Tellermine.jpg|thumb|none|600px|Placed Tellermine in-game.]]&lt;br /&gt;
&lt;br /&gt;
==TNT==&lt;br /&gt;
The TNT returns from previous installments. It comes in two variants: regular and timed.&lt;br /&gt;
&lt;br /&gt;
==Tripe Wire Mine==&lt;br /&gt;
It comes in two variants: regular and delayed.&lt;br /&gt;
[[File:SniperElite4-Tripwire1.jpg|thumb|none|600px|A mine in-game.]]&lt;br /&gt;
[[File:SniperElite4-Tripwire2.jpg|thumb|none|600px|Placed Tripwire mine in-game.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
&lt;br /&gt;
==8.8cm Flak 37==&lt;br /&gt;
The 8.8 cm Flak 37 must be destroyed in one mission.&lt;br /&gt;
[[Image:FlaK37-36Barrel.jpg|thumb|none|400px|8.8 cm FlaK 37 (note the pointer dials, the rectangular boxes on the side of the gun cradle with two circles) with FlaK 36-style two-piece barrel - 88x571mm R]]&lt;br /&gt;
[[File:SniperElite4-Flak1.jpg|thumb|none|600px|Flak 37 in-game.]]&lt;br /&gt;
[[File:SniperElite4-Flak2.jpg|thumb|none|600px|Right side with the the pointer dials.]]&lt;br /&gt;
&lt;br /&gt;
==28-cm-Kanone 5 (E)==&lt;br /&gt;
The Krupp 28-cm-Kanone 5 (E) railway gun must be destroyed in the third mission.&lt;br /&gt;
[[File:SniperElite4-KruppKanone.jpg|thumb|none|600px|The Railway gun in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Breda Model 35==&lt;br /&gt;
The Breda Model 35 Light anti-aircraft gun is mounted on Italian vehicles and MAS boats.&lt;br /&gt;
[[File:SniperElite4-Breda.jpg|thumb|none|600px|The mounted Breda on a MAS boat.]]&lt;br /&gt;
&lt;br /&gt;
==Browning .303 Mk II==&lt;br /&gt;
British planes like the Avro Lancaster bomber are armed with [[Browning AN/M2|Browning .303 Mk II]] machine guns.&lt;br /&gt;
[[File:Browning.303.jpg|thumb|none|400px|Browning .303 Mk II - .303 British]]&lt;br /&gt;
[[Image:SniperElite4-Browning.jpg|thumb|none|600px|Two Brownings mounted in the bomber.]]&lt;br /&gt;
&lt;br /&gt;
==Cannon==&lt;br /&gt;
[[Image:Naval cannon.jpg|thumb|none|400px|Naval cannon - 18th century]]&lt;br /&gt;
[[Image:sn_el4_cannon.jpg|thumb|none|600px|A cannon in the first mission.]]&lt;br /&gt;
&lt;br /&gt;
==Flakvierling 38==&lt;br /&gt;
The [[Flakvierling 38]] appears on most missions of the game.&lt;br /&gt;
[[file:Flak38.jpg|thumb|none|350px|Flakvierling 38 - 20x138mmB.]]&lt;br /&gt;
[[Image:SniperElite4-Flakvierling1.jpg|thumb|none|600px|Front view.]]&lt;br /&gt;
[[Image:SniperElite4-Flakvierling2.jpg|thumb|none|600px|Rear view.]]&lt;br /&gt;
&lt;br /&gt;
==MG34==&lt;br /&gt;
The [[MG34]] is mounted on German tanks, vehicles and pillboxes.&lt;br /&gt;
[[File:Mg-34.jpg|thumb|none|400px|MG34 with front and rear sights folded down - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:SniperElite4-MG34.jpg|thumb|none|600px|An MG34 mounted in a Pantherturm.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Stealth]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;br /&gt;
[[Category:Covert-ops]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Company_of_Heroes_2&amp;diff=1302437</id>
		<title>Company of Heroes 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Company_of_Heroes_2&amp;diff=1302437"/>
		<updated>2019-10-22T00:30:50Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* Model 24 Stielhandgranate */ Just fixing typos and doing very minor adjustments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:CoH2_poster.jpg|thumb|right|301px|Company of Heroes 2 (2013)]]&lt;br /&gt;
[[Image:CoHwest.jpg|thumb|right|300px|Company of Heroes 2: The Western Front Armies (2014)]]&lt;br /&gt;
[[Image:CoHBoB.jpg|thumb|right|300px|Company of Heroes 2: Ardennes Assault (2014)]]&lt;br /&gt;
[[Image:CoHBritisch.jpg|thumb|right|300px|Company of Heroes 2: The British Forces (2015)]]&lt;br /&gt;
&lt;br /&gt;
'''''Company of Heroes 2''''' is the sequel to the 2006 WWII real-time strategy game [[Company of Heroes]] which takes the player from the western front to the eastern front of World War 2. In 2014 '''The Western Front Armies''' was released that brings the ''US Forces'' in and with '''Ardennes Assault''' an American campaign. In September 2015 '''The British Forces''' followed.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons were used in the videogame ''Company of Heroes 2'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
The [[Nagant M1895]] revolver is the standard sidearm of the Soviet commissar.&lt;br /&gt;
[[File:Nagant-1895.jpg|thumb|none|300px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo).]]&lt;br /&gt;
[[File:coh2_nagant1.jpg|thumb|none|600px|A commissar holds the revolver on Lev Abramovich.]]&lt;br /&gt;
[[File:coh2_nagant2.jpg|thumb|none|600px|An officer holds the revolver.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
German officers carry [[Luger P08]]s.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|300px|Luger P08 - 9x19mm.]]&lt;br /&gt;
[[File:coh2_luger.jpg|thumb|none|300px|An officer holds his Luger.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is carried by American officers and medics.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:coh2_colt1.jpg|thumb|none|600px|A Colonel holds the pistol.]]&lt;br /&gt;
[[File:coh2_colt2.jpg|thumb|none|600px|Medics with the pistols.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M91/30==&lt;br /&gt;
The [[Mosin Nagant M91/30]] is the standard rifle for the Soviets. The Russian sniper uses the scoped version.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|400px|Full-length Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:coh2_mosin1.jpg|thumb|none|600px|Soviet conscript squad with the rifles.]]&lt;br /&gt;
[[File:coh2_mosin2.jpg|thumb|none|600px|Soviet soldiers with the rifles.]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|400px|Full-length Mosin Nagant M91/30 sniper rifle with PU 3.5x sniper scope and bent bolt handle - 7.62x54mmR]]&lt;br /&gt;
[[File:coh2_mosin3.jpg|thumb|none|600px|Soviet female sniper with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The Penal Battalions carry [[Tokarev SVT-40]] rifles. The Conscript Infantry Squad can also be upgraded with the rifle.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|400px|Tokarev SVT-40 -  7.62x54mmR]]&lt;br /&gt;
[[File:coh2_svt1.jpg|thumb|none|600px|Soviet soldier fires.]]&lt;br /&gt;
[[File:coh2_svt2.jpg|thumb|none|600px|Fighting in the winter.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is the standard rifle for the ''Ostheer'' and the ''Oberkommando West''.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|400px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:coh2_kar1.jpg|thumb|none|600px|''Ostrupp'' squad withe the Karabiner.]]&lt;br /&gt;
[[File:coh2_kar2.jpg|thumb|none|600px|A ''Volksgrenadier'' holds the rifle.]]&lt;br /&gt;
[[File:coh2_kar3.jpg|thumb|none|600px|A ''Panzergrenadier'' aims the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The German sniper uses a scoped [[Gewehr 43]]. A few ''Oberkommando West'' squads can also be upgraded with the rifle.&lt;br /&gt;
[[Image:Gew_43.jpg|thumb|none|400px|Gewehr 43 7.92x57mm Mauser with ZF 4 scope]]&lt;br /&gt;
[[File:coh2_g43.jpg|thumb|none|600px|German soldiers with the Gewehr.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
American Riflemen squad carry [[M1 Garand]]. The Pathfinders use M1C Sniper Variants.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|400px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:coh2_garand1.jpg|thumb|none|600px|US soldiers fire their rifles.]]&lt;br /&gt;
[[File:coh2_garand2.jpg|thumb|none|600px|US soldier holds a rifle.]]&lt;br /&gt;
[[Image:M1CSniper.jpg|thumb|none|400px|M1C Sniper Variant with M82 scope - .30-06]]&lt;br /&gt;
[[File:coh2_garand3.jpg|thumb|none|600px|A Pathfinder holds the scoped rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] is carried by the Rear Echelon Troops. Paratroopers also use this rifles instead of the M1A1 version.&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|400px|World War II Era M1 Carbine, with Dark Walnut Stock, 'L' peep sight and no bayonet lug - .30 Carbine]]&lt;br /&gt;
[[File:coh2_m1car.jpg|thumb|none|600px|US soldier holds the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Lee Enfield No.4 Mk. I==&lt;br /&gt;
The [[Short Magazine Lee-Enfield (SMLE)|Lee Enfield No.4 Mk. I]] is standard rifle for the British soldiers in-game. When the Infantry Section is on the third Veteran level the squad gets the sniper versions.&lt;br /&gt;
[[Image:LeeEnfield4Rifle.jpg|thumb|none|400px|Lee-Enfield No.4 Mk.I - .303 British.]]&lt;br /&gt;
[[File:coh2_lee1.jpg|thumb|none|600px|A British soldier aims the rifle.]]&lt;br /&gt;
[[Image:Smle4mk1t.jpg|thumb|none|400px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[File:coh2_lee2.jpg|thumb|none|600px|A British soldier with the scoped rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
Soviet Shocktroop uses [[PPSh-41]] Submachine Guns.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|400px|Soviet PPSh-41 Submachine Gun with 71-round drum magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:coh2_ppsh1.jpg|thumb|none|600px|Shocktroops with the the [[PPSh-41]]s.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
German pioneer squad is armed with [[MP40]]s.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|400px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:coh2_mp401.jpg|thumb|none|600px|German ''Pioniere'' holding their MPs.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The ''Fallschirmjäger'' squad is armed with [[FG 42]]s.&lt;br /&gt;
[[Image:FG42.jpg|thumb|none|400px|FG 42 7.92x57mm Mauser early version with ZF4 scope (top) and late-war version with ZFG42 scope (bottom) - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:coh2_fg42.jpg|thumb|none|600px|German ''Fallschirmjäger'' holds the [[FG 42]].]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] is used by American squads including the Paratroopers.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine .45 ACP]]&lt;br /&gt;
[[File:coh2_thom.jpg|thumb|none|600px|US soldier with the Thompson.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
US tank crews and engineer squad are armed with [[M3 / M3A1 &amp;quot;Grease Gun&amp;quot;|M3 &amp;quot;Grease Gun&amp;quot;]]s&lt;br /&gt;
[[Image:M3_Grease.jpg|thumb|none|400px|M3 &amp;quot;Grease Gun&amp;quot; .45 ACP.]]&lt;br /&gt;
[[File:coh2_grease1.jpg|thumb|none|600px|A tank crew member with the Grease gun.]]&lt;br /&gt;
[[File:coh2_grease2.jpg|thumb|none|600px|An US pioneer with the Grease gun.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk. II==&lt;br /&gt;
British Royal Engineer squad is armed with [[Sten#Sten_Mk_II|Sten Mk. II]]s. The Sten Mk IIS is also used by British paratroops.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:coh2_sten1.jpg|thumb|none|600px|British soldiers holding the Stens.]]&lt;br /&gt;
[[File:Sten MKII strutt.jpg|thumb|none|400px|Sten Mk IIS - 9x19mm]]&lt;br /&gt;
[[File:coh2_sten2.jpg|thumb|none|600px|British paratroops holding the Sten Mk IIS.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
German Panzergrenadier and Sturmpioneer Squads are armed with [[Sturmgewehr 44]]s. The Stgs can be equipped with infrared scopes.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|400px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:coh2_stg1.jpg|thumb|none|600px|German Panzergrenadiers holding the STG-44s.]]&lt;br /&gt;
[[File:coh2_stg2.jpg|thumb|none|600px|A squad of ''Obersoldaten'' with STG-44s with infrared scopes.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-28==&lt;br /&gt;
Soviet Guards can be equipped with a [[Degtyaryov DP-28|DP-28]] machine gun.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|400px|Degtyarov DP-28 machine gun - 7.62x54mmR]]&lt;br /&gt;
[[File:coh2_dp1.jpg|thumb|none|600px|Soviet guards with the Mgs.]]&lt;br /&gt;
[[File:coh2_dp2.jpg|thumb|none|600px|Soviet guard fires the Mgs.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim M1910/30==&lt;br /&gt;
The [[Maxim M1910/30]] is used by the M1910 Maxim Heavy Machine Gun team. Incorrectly called the ''PM1910'' in-game.&lt;br /&gt;
[[File:Maxim M1910 30.jpg|thumb|none|400px|Russian Maxim 1910/30, post-1941 manufacture with top hatch on cooling jacket allowing it to be filled more quickly or with snow - 7.62x54mmR]]&lt;br /&gt;
[[File:coh2_maxim1.jpg|thumb|none|600px|An abandoned Maxim lies on the battlefield.]]&lt;br /&gt;
&lt;br /&gt;
==DShK Heavy Machine Gun==&lt;br /&gt;
Soviet heavy tanks like the IS-2 are armed with the [[DShK Heavy Machine Gun]]. It can also be used by an MG team and the Soviet bunkers.&lt;br /&gt;
[[File:DShK-on-wheeled-mounting.jpg|thumb|none|400px|DShK 1938 on wheeled mounting - 12.7x109mm]]&lt;br /&gt;
[[File:coh2_duschka1.jpg|thumb|none|600px|Soviet MG team with the ''Duschka''.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DT==&lt;br /&gt;
Soviet tanks are armed with [[Degtyaryov DT]] machine guns.&lt;br /&gt;
[[File:DT tank machine gun TBiU 11.jpg|thumb|none|400px|DT machine gun - 7.62x54mm R]]&lt;br /&gt;
[[File:coh2_dt1.jpg|thumb|none|600px|A T-34/74 with a hull-mounted Degtyaryov DT.]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
''Oberkommando West'' squads have heavy [[MG34]]s. German tanks are also armed with the ''Panzerlauf'' version.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|400px|MG34 with 50 round &amp;quot;assault drum&amp;quot; - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:coh2_mg341.jpg|thumb|none|600px|German heavy MG team.]]&lt;br /&gt;
[[File:coh2_mg342.jpg|thumb|none|600px|German ''Obersoldat'' fires the MG.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42==&lt;br /&gt;
The [[MG42]] is used by the ''Ostheer'' Heavy MG team and as turrents for tanks. The ''Grenadier'' squad can be equipped with a light version.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|400px|MG42 Light Machine Gun 7.92x57mm Mauser]]&lt;br /&gt;
[[File:coh2_mg421.jpg|thumb|none|600px|German heavy MG team.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1918A2==&lt;br /&gt;
US sqauds can be equipped with [[Browning Automatic Rifle|Browning M1918A2]].&lt;br /&gt;
[[Image:BAR1918.jpg|thumb|none|400px|Browning Automatic Rifle M1918A2 - .30-06]]&lt;br /&gt;
[[File:coh2_brow19181.jpg|thumb|none|600px|US soldier holding the Browning M1918A2.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919A4]] is mounted on Soviet halftracks.&lt;br /&gt;
[[Image:M1919A4.jpg|thumb|none|400px|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:coh2_browa41.jpg|thumb|none|600px|The Browning M1919A4 on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A6==&lt;br /&gt;
The [[Browning M1919A6]] is also used by the US Forces.&lt;br /&gt;
[[Image:M1919a late WWII.jpg|thumb|none|400px|M1919A6, late WWII manufacture with muzzle booster - .30-06 Springfield]]&lt;br /&gt;
[[File:coh2_broma61.jpg|thumb|none|600px|US soldier holding the Browning M1919A6.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
American MG team and tanks have [[Browning M2HB]].&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:coh2_browhb1.jpg|thumb|none|600px|An abandoned machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on British tanks&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:coh2_besa1.jpg|thumb|none|600px|.]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk2==&lt;br /&gt;
British soldiers can use [[Bren gun|Bren Mk2]]s.&lt;br /&gt;
[[Image:Bren_mk2.jpg|thumb|none|400px|Bren Mk2 - .303 caliber]]&lt;br /&gt;
[[File:coh2_bren1.jpg|thumb|none|600px|A British pioneer holds the Bren.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk1==&lt;br /&gt;
British Heay MG team uses a [[Vickers Machine Gun|Vickers Mk1]]. The Vickers is incorrectly modeled with a left receiver.&lt;br /&gt;
[[Image:VickersMk1.jpg|thumb|none|400px|Vickers Mk1 Machine Gun]]&lt;br /&gt;
[[File:coh2_Vickers1.jpg|thumb|none|600px|British MG team.]]&lt;br /&gt;
[[File:coh2_Vickers2.jpg|thumb|none|600px|.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers K==&lt;br /&gt;
British bunkers are armed with [[Vickers K]] machine guns. Royal Engineer squad and the Bren carrier can also be equipped with the Vickers.&lt;br /&gt;
[[File:VickersKlandvariant.jpg|thumb|none|400px|Vickers K Machine Gun for Land Variant - .303 British]]&lt;br /&gt;
[[File:coh2_Vickersk1.jpg|thumb|none|600px|British bunker.]]&lt;br /&gt;
[[File:coh2_Vickersk2.jpg|thumb|none|600px|A Royal Engineer with the Vickers.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
&lt;br /&gt;
==ROKS-3==&lt;br /&gt;
Soviet Combat Engineer squad and the Penal Battalion can be equipped with [[ROKS flamethrowers|ROKS-3 flamethrowers]].&lt;br /&gt;
[[Image:roks3.jpg|thumb|none|400px|ROKS-3 flamethrower]]&lt;br /&gt;
[[File:coh2_roks1.jpg|thumb|none|600px|A Combat Engineer with the flamethrower.]]&lt;br /&gt;
[[File:coh2_roks2.jpg|thumb|none|600px|The flamethrower on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Flammenwerfer 35==&lt;br /&gt;
German ''Pionier'' squad can be equipped with a [[Flammenwerfer 35]].&lt;br /&gt;
[[Image:Flammenwerfer41-05.jpg|thumb|none|265px|Flammenwerfer 35 flamethrower]]&lt;br /&gt;
[[File:coh2_flamen.jpg|thumb|none|300px|The ''Flammenwerfer'' on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The US engineer squad can be equipped with [[M2 Flamethrower]]. Like in [[Company of Heroes]] the Flamethrower in-game has no front grip except when it is abandoned. The Royal Engineer squad can also be equipped with this flamethrower instead of the [[ No. 2 Portable Flamethrower]].&lt;br /&gt;
[[Image:M2 Flamethrower.jpg||thumb|none|400px|400px|M2 Flamethrower]]&lt;br /&gt;
[[File:coh2_m2flame1.jpg|thumb|none|600px|US engineer with the M2.]]&lt;br /&gt;
[[File:coh2_m2flame2.jpg|thumb|none|600px|The M2 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==WASP==&lt;br /&gt;
The Bren carrier can be equipped with a WASP flamethrower system.&lt;br /&gt;
[[File:coh2_wasp.jpg|thumb|none|600px|The carrier with the system.]]&lt;br /&gt;
&lt;br /&gt;
=Hand Grenades=&lt;br /&gt;
&lt;br /&gt;
==RGD-33 Grenade==&lt;br /&gt;
Soviet Shocktroop can throw a [[RGD-33 stick grenade]].&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|300px|RGD-33 high-explosive fragmentation stick grenade.]]&lt;br /&gt;
[[File:coh2_rgd33.jpg|thumb|none|300px|The grenade on the ground.]]&lt;br /&gt;
 &lt;br /&gt;
==RPG-43 Anti Tank Grenade==&lt;br /&gt;
Soviet conscript squads can throw a [[RPG-43 Anti-tank Grenade]].&lt;br /&gt;
[[File:RPG-43ATGrenade.jpg|thumb|none|300px|Soviet RPG-43 anti-tank grenade]]&lt;br /&gt;
[[File:coh2_rpd.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
German soldiers can throw [[Model 24 Stielhandgranate]]s. A ''Geballte Ladung'' cluster grenade can also used by ''Panzergrenadiers''.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:coh2_m24.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
[[File:coh2_m24ge.jpg|thumb|none|300px|The ''Geballte Ladung'' ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mk II Grenade==&lt;br /&gt;
American soldiers can throw [[Mk 2 hand grenade]]s&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade|Mk 2 &amp;quot;Pineapple&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:coh2_mk2.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
British soldiers can throw [[Mills Bomb]]s.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:coh2_mills.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Gammon Grenade==&lt;br /&gt;
British soldiers can also throw [[Gammon Grenade]]s&lt;br /&gt;
[[File:Gammon.jpg|thumb|none|200px|Gammon Grenade..]]&lt;br /&gt;
[[File:coh2_gammon.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
&lt;br /&gt;
=Mines=&lt;br /&gt;
&lt;br /&gt;
==TM-35 mine==&lt;br /&gt;
The [[TM-35]] anti tank mine is seen in the game.&lt;br /&gt;
[[Image:tm-35mine.jpg|thumb|none|300px|TM-35 Anti-tank mine]]&lt;br /&gt;
[[File:coh2_tmine35.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 42==&lt;br /&gt;
The [[Tellermine 42]] anti tank mine is in the game.&lt;br /&gt;
[[Image:Tellermine 42.jpg|thumb|none|300px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:coh2_tmine.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] in-game.&lt;br /&gt;
[[Image:Schrapnellmine 35 mine.jpg|thumb|none|300px|Schrapnellmine 35.]]&lt;br /&gt;
[[File:coh2_smine.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
==M5 Mine==&lt;br /&gt;
[[File:coh2_m5mine.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
==M6 Mine==&lt;br /&gt;
[[File:coh2_m6mine.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
=Anti-Tank=&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
Soviet soldiers can be equipped with [[PTRS-41]]s.&lt;br /&gt;
[[File:PTRS 41.jpg|thumb|none|450px|PTRS-41 anti-tank rifle 14.5x114mm]]&lt;br /&gt;
[[File:coh2_ptrs.jpg|thumb|none|600px|Soviet guard with the [[PTRS-41]].]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
German ''Grenadier'' squad can fire [[Panzerfaust]]s.&lt;br /&gt;
[[File:Panzerfaust.jpg|thumb|none|400px|Panzerfaust - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:coh2_panzerf.jpg|thumb|none|300px|German soldier with the Panzerfaust.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
German soldiers can be equipped with [[Panzerschreck]]s.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:coh2_panzers1.jpg|thumb|none|600px|German soldier with the Panzerschreck.]]&lt;br /&gt;
[[File:coh2_panzers2.jpg|thumb|none|600px|Panzergrenadiers holding the Panzerschreck.]]&lt;br /&gt;
&lt;br /&gt;
==M9 Bazooka==&lt;br /&gt;
US squads can be equipped with [[M9 Bazooka]]s.&lt;br /&gt;
[[Image:M9bazooka.jpg|thumb|none|400px|M9 Bazooka 2.36&amp;quot;]]&lt;br /&gt;
[[File:coh2_bazooka1.jpg|thumb|none|600px|American soldier with the Bazooka.]]&lt;br /&gt;
&lt;br /&gt;
==Boys Anti-Tank Rifle==&lt;br /&gt;
The British Armor Piercing Sniper use a [[Boys anti-tank rifle]].&lt;br /&gt;
[[Image:BoysRifle.55.jpg|thumb|none|400px|Boys Anti-Tank Rifle 3rd Variant - .55 Boys (13.9x99B).]]&lt;br /&gt;
[[File:coh2_boys1.jpg|thumb|none|600px|The Sniper holds the Boys AT Rifle.]]&lt;br /&gt;
[[File:coh2_boys2.jpg|thumb|none|600px|The same Sniper.]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
The [[PIAT]] is carried by British soldiers&lt;br /&gt;
[[File:PIATLauncher.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[File:coh2_piat1.jpg|thumb|none|600px|British soldier with the PIAT.]]&lt;br /&gt;
&lt;br /&gt;
==76mm divisional gun M1942 (ZiS-3)==&lt;br /&gt;
[[Image:ZiS3 nn.jpg|thumb|none|400px|M1942 divisional gun (ZiS-3) - 76mm]]&lt;br /&gt;
[[File:coh2_zis1.jpg|thumb|none|600px|The ZiS-3 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==7.5 cm Pak 40==&lt;br /&gt;
The [[7.5 cm Pak 40]] appears.&lt;br /&gt;
[[File:7,5 cm-Pak 40.jpg|thumb|400px|none|7.5 cm Pak 40 anti-tank gun - 75x714mm R]]&lt;br /&gt;
[[File:coh2_pak401.jpg|thumb|none|600px|The PAK 40 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm Pak 43/41==&lt;br /&gt;
[[Image:8.8 cm PaK 43 41.jpg|thumb|none|400px|8.8 cm Pak 43/41 anti-tank gun on split-trail mount - 88x822mm R]]&lt;br /&gt;
[[File:coh2_pak431.jpg|thumb|none|600px|The PAK 43 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Raketenwerfer 43 Anti-Tank Rocket Launcher==&lt;br /&gt;
[[Image:raketen43.jpg|thumb|none|400px|Raketenwerfer 43 Anti-Tank Rocket Launcher]]&lt;br /&gt;
[[File:coh2_pak43ra1.jpg|thumb|none|600px|The Raketenwerfer 43 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==M1 57mm Anti-Tank Gun==&lt;br /&gt;
[[Image:m1at.jpg|thumb|none|400px|M1 57mm Anti-Tank Gun]]&lt;br /&gt;
[[File:coh2_m1at1.jpg|thumb|none|600px|The M1 57mm Anti-Tank Gun ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
[[Image:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
[[File:coh2_gf61.jpg|thumb|none|600px|The Ordnance QF 6-pounder ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 17-pounder==&lt;br /&gt;
[[Image:qf17at.jpg|thumb|none|400px|Ordnance QF 17-pounder]]&lt;br /&gt;
[[File:coh2_gf17.jpg|thumb|none|600px|The Ordnance QF 17-pounder ingame.]]&lt;br /&gt;
&lt;br /&gt;
=Anti-Aircraft=&lt;br /&gt;
&lt;br /&gt;
==2 cm Flak 38==&lt;br /&gt;
[[Image:Flak38single.jpg|thumb|none|400px|2 cm Flak 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[File:coh2_flak.jpg|thumb|none|600px|The 2 cm Flak 38 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
[[Image:Bofors 40mm trailer.jpg|thumb|none|400px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:coh2_bofors.jpg|thumb|none|600px|The Bofors 40mm ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 (Quad Mount)==&lt;br /&gt;
The [[Browning_M2#Browning_M2_Heavy_Barrel|Browning M2HB]] in a Quad Mount can be seen on a M3 Halftrack.&lt;br /&gt;
[[File:M51_Quad.jpg|thumb|none|400px|Browning M2HB's in M51 Quad Mounted System - .50 BMG]]&lt;br /&gt;
[[File:coh2_bro4x.jpg|thumb|none|600px|The Browning M2 (Quad Mount) ingame.]]&lt;br /&gt;
&lt;br /&gt;
=Artillery=&lt;br /&gt;
&lt;br /&gt;
==120 mm mortar M1938==&lt;br /&gt;
[[File:120mm regimental mortar M1938.jpg|thumb|none|400px|Soviet 120-mm regimental mortar M1938 on wheeled carriage.]]&lt;br /&gt;
[[file:coh2_m38.jpg|thumb|none|600px|The [[120 mm M1938 Mortar]] ingame.]]&lt;br /&gt;
&lt;br /&gt;
==82-BM-41 Mortar==&lt;br /&gt;
[[Image:82mm BM-37 Mortar.jpg|thumb|none|400px|Soviet 82mm BM-37 Mortar. BM-41 has generally same outlook except for the removable wheel base and the arched construction base plate.]]&lt;br /&gt;
[[file:coh2_bm41.jpg|thumb|none|600px|The [[BM-37|82-BM-41]] Mortar ingame.]]&lt;br /&gt;
&lt;br /&gt;
==8-cm Granatwerfer 34==&lt;br /&gt;
[[Image:8cm-granatwerfer-34.jpg|thumb|none|300px|8-cm Granatwerfer 34 (GrW 34)]]&lt;br /&gt;
[[file:coh2_gr34.jpg|thumb|none|600px|The Granatwerfer 34 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Mortar==&lt;br /&gt;
[[Image:M1m81 1.jpg|thumb|none|300px|M1 Mortar - 81mm]]&lt;br /&gt;
[[file:coh2_m1mor.jpg|thumb|none|600px|The M1 Mortar ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance ML 3 inch Mortar==&lt;br /&gt;
[[File:3inch.jpg|thumb|none|300px|Ordnance ML 3 inch Mortar Mk II - 3.20 in]]&lt;br /&gt;
[[file:coh2_ml3.jpg|thumb|none|600px|The Ordnance ML 3 inch Mortar ingame.]]&lt;br /&gt;
&lt;br /&gt;
==B-4 M1931 howitzer==&lt;br /&gt;
[[Image:B-4small.jpg|thumb|none|450px|Soviet B-4 M1931 howitzer - 203mm]]&lt;br /&gt;
[[file:coh2_m1931.jpg|thumb|none|600px|The B-4 M1931 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==7.5cm le.IG 18 Infantry Support Gun==&lt;br /&gt;
[[File:le.IG 18.JPG|thumb|350px|none|7.5cm le.IG 18 Infantry Support Gun]]&lt;br /&gt;
[[File:coh2_le.IG 18.jpg|thumb|none|600px|The le.IG 18 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==10.5-cm-leichte Feldhaubitze 18==&lt;br /&gt;
[[Image:LeFH1840.jpg|thumb|none|400px|Leichte Feldhaubitze 18/40 field gun displayed in Hämeenlinna Artillery Museum - 105mm]]&lt;br /&gt;
[[File:coh2_lfh18.jpg|thumb|none|600px|The leichte Feldhaubitze 18 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 25-pounder==&lt;br /&gt;
British soldiers use Ordnance QF 25-pounder Howitzes.&lt;br /&gt;
[[File:25 Pounder Gun.JPG|thumb|350px|none|Royal Ordnance QF 25 pounder gun - 87.6mm]]&lt;br /&gt;
[[File:coh2_qf.jpg|thumb|none|600px|The Ordnance QF 25-pounder ingame.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Real-Time strategy]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Company_of_Heroes_2&amp;diff=1302436</id>
		<title>Company of Heroes 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Company_of_Heroes_2&amp;diff=1302436"/>
		<updated>2019-10-22T00:28:13Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* M2 Flamethrower */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:CoH2_poster.jpg|thumb|right|301px|Company of Heroes 2 (2013)]]&lt;br /&gt;
[[Image:CoHwest.jpg|thumb|right|300px|Company of Heroes 2: The Western Front Armies (2014)]]&lt;br /&gt;
[[Image:CoHBoB.jpg|thumb|right|300px|Company of Heroes 2: Ardennes Assault (2014)]]&lt;br /&gt;
[[Image:CoHBritisch.jpg|thumb|right|300px|Company of Heroes 2: The British Forces (2015)]]&lt;br /&gt;
&lt;br /&gt;
'''''Company of Heroes 2''''' is the sequel to the 2006 WWII real-time strategy game [[Company of Heroes]] which takes the player from the western front to the eastern front of World War 2. In 2014 '''The Western Front Armies''' was released that brings the ''US Forces'' in and with '''Ardennes Assault''' an American campaign. In September 2015 '''The British Forces''' followed.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons were used in the videogame ''Company of Heroes 2'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
The [[Nagant M1895]] revolver is the standard sidearm of the Soviet commissar.&lt;br /&gt;
[[File:Nagant-1895.jpg|thumb|none|300px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo).]]&lt;br /&gt;
[[File:coh2_nagant1.jpg|thumb|none|600px|A commissar holds the revolver on Lev Abramovich.]]&lt;br /&gt;
[[File:coh2_nagant2.jpg|thumb|none|600px|An officer holds the revolver.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
German officers carry [[Luger P08]]s.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|300px|Luger P08 - 9x19mm.]]&lt;br /&gt;
[[File:coh2_luger.jpg|thumb|none|300px|An officer holds his Luger.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is carried by American officers and medics.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:coh2_colt1.jpg|thumb|none|600px|A Colonel holds the pistol.]]&lt;br /&gt;
[[File:coh2_colt2.jpg|thumb|none|600px|Medics with the pistols.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M91/30==&lt;br /&gt;
The [[Mosin Nagant M91/30]] is the standard rifle for the Soviets. The Russian sniper uses the scoped version.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|400px|Full-length Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:coh2_mosin1.jpg|thumb|none|600px|Soviet conscript squad with the rifles.]]&lt;br /&gt;
[[File:coh2_mosin2.jpg|thumb|none|600px|Soviet soldiers with the rifles.]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|400px|Full-length Mosin Nagant M91/30 sniper rifle with PU 3.5x sniper scope and bent bolt handle - 7.62x54mmR]]&lt;br /&gt;
[[File:coh2_mosin3.jpg|thumb|none|600px|Soviet female sniper with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The Penal Battalions carry [[Tokarev SVT-40]] rifles. The Conscript Infantry Squad can also be upgraded with the rifle.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|400px|Tokarev SVT-40 -  7.62x54mmR]]&lt;br /&gt;
[[File:coh2_svt1.jpg|thumb|none|600px|Soviet soldier fires.]]&lt;br /&gt;
[[File:coh2_svt2.jpg|thumb|none|600px|Fighting in the winter.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is the standard rifle for the ''Ostheer'' and the ''Oberkommando West''.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|400px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:coh2_kar1.jpg|thumb|none|600px|''Ostrupp'' squad withe the Karabiner.]]&lt;br /&gt;
[[File:coh2_kar2.jpg|thumb|none|600px|A ''Volksgrenadier'' holds the rifle.]]&lt;br /&gt;
[[File:coh2_kar3.jpg|thumb|none|600px|A ''Panzergrenadier'' aims the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The German sniper uses a scoped [[Gewehr 43]]. A few ''Oberkommando West'' squads can also be upgraded with the rifle.&lt;br /&gt;
[[Image:Gew_43.jpg|thumb|none|400px|Gewehr 43 7.92x57mm Mauser with ZF 4 scope]]&lt;br /&gt;
[[File:coh2_g43.jpg|thumb|none|600px|German soldiers with the Gewehr.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
American Riflemen squad carry [[M1 Garand]]. The Pathfinders use M1C Sniper Variants.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|400px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:coh2_garand1.jpg|thumb|none|600px|US soldiers fire their rifles.]]&lt;br /&gt;
[[File:coh2_garand2.jpg|thumb|none|600px|US soldier holds a rifle.]]&lt;br /&gt;
[[Image:M1CSniper.jpg|thumb|none|400px|M1C Sniper Variant with M82 scope - .30-06]]&lt;br /&gt;
[[File:coh2_garand3.jpg|thumb|none|600px|A Pathfinder holds the scoped rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] is carried by the Rear Echelon Troops. Paratroopers also use this rifles instead of the M1A1 version.&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|400px|World War II Era M1 Carbine, with Dark Walnut Stock, 'L' peep sight and no bayonet lug - .30 Carbine]]&lt;br /&gt;
[[File:coh2_m1car.jpg|thumb|none|600px|US soldier holds the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Lee Enfield No.4 Mk. I==&lt;br /&gt;
The [[Short Magazine Lee-Enfield (SMLE)|Lee Enfield No.4 Mk. I]] is standard rifle for the British soldiers in-game. When the Infantry Section is on the third Veteran level the squad gets the sniper versions.&lt;br /&gt;
[[Image:LeeEnfield4Rifle.jpg|thumb|none|400px|Lee-Enfield No.4 Mk.I - .303 British.]]&lt;br /&gt;
[[File:coh2_lee1.jpg|thumb|none|600px|A British soldier aims the rifle.]]&lt;br /&gt;
[[Image:Smle4mk1t.jpg|thumb|none|400px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[File:coh2_lee2.jpg|thumb|none|600px|A British soldier with the scoped rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
Soviet Shocktroop uses [[PPSh-41]] Submachine Guns.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|400px|Soviet PPSh-41 Submachine Gun with 71-round drum magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:coh2_ppsh1.jpg|thumb|none|600px|Shocktroops with the the [[PPSh-41]]s.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
German pioneer squad is armed with [[MP40]]s.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|400px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:coh2_mp401.jpg|thumb|none|600px|German ''Pioniere'' holding their MPs.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The ''Fallschirmjäger'' squad is armed with [[FG 42]]s.&lt;br /&gt;
[[Image:FG42.jpg|thumb|none|400px|FG 42 7.92x57mm Mauser early version with ZF4 scope (top) and late-war version with ZFG42 scope (bottom) - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:coh2_fg42.jpg|thumb|none|600px|German ''Fallschirmjäger'' holds the [[FG 42]].]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] is used by American squads including the Paratroopers.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine .45 ACP]]&lt;br /&gt;
[[File:coh2_thom.jpg|thumb|none|600px|US soldier with the Thompson.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
US tank crews and engineer squad are armed with [[M3 / M3A1 &amp;quot;Grease Gun&amp;quot;|M3 &amp;quot;Grease Gun&amp;quot;]]s&lt;br /&gt;
[[Image:M3_Grease.jpg|thumb|none|400px|M3 &amp;quot;Grease Gun&amp;quot; .45 ACP.]]&lt;br /&gt;
[[File:coh2_grease1.jpg|thumb|none|600px|A tank crew member with the Grease gun.]]&lt;br /&gt;
[[File:coh2_grease2.jpg|thumb|none|600px|An US pioneer with the Grease gun.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk. II==&lt;br /&gt;
British Royal Engineer squad is armed with [[Sten#Sten_Mk_II|Sten Mk. II]]s. The Sten Mk IIS is also used by British paratroops.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:coh2_sten1.jpg|thumb|none|600px|British soldiers holding the Stens.]]&lt;br /&gt;
[[File:Sten MKII strutt.jpg|thumb|none|400px|Sten Mk IIS - 9x19mm]]&lt;br /&gt;
[[File:coh2_sten2.jpg|thumb|none|600px|British paratroops holding the Sten Mk IIS.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
German Panzergrenadier and Sturmpioneer Squads are armed with [[Sturmgewehr 44]]s. The Stgs can be equipped with infrared scopes.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|400px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:coh2_stg1.jpg|thumb|none|600px|German Panzergrenadiers holding the STG-44s.]]&lt;br /&gt;
[[File:coh2_stg2.jpg|thumb|none|600px|A squad of ''Obersoldaten'' with STG-44s with infrared scopes.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-28==&lt;br /&gt;
Soviet Guards can be equipped with a [[Degtyaryov DP-28|DP-28]] machine gun.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|400px|Degtyarov DP-28 machine gun - 7.62x54mmR]]&lt;br /&gt;
[[File:coh2_dp1.jpg|thumb|none|600px|Soviet guards with the Mgs.]]&lt;br /&gt;
[[File:coh2_dp2.jpg|thumb|none|600px|Soviet guard fires the Mgs.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim M1910/30==&lt;br /&gt;
The [[Maxim M1910/30]] is used by the M1910 Maxim Heavy Machine Gun team. Incorrectly called the ''PM1910'' in-game.&lt;br /&gt;
[[File:Maxim M1910 30.jpg|thumb|none|400px|Russian Maxim 1910/30, post-1941 manufacture with top hatch on cooling jacket allowing it to be filled more quickly or with snow - 7.62x54mmR]]&lt;br /&gt;
[[File:coh2_maxim1.jpg|thumb|none|600px|An abandoned Maxim lies on the battlefield.]]&lt;br /&gt;
&lt;br /&gt;
==DShK Heavy Machine Gun==&lt;br /&gt;
Soviet heavy tanks like the IS-2 are armed with the [[DShK Heavy Machine Gun]]. It can also be used by an MG team and the Soviet bunkers.&lt;br /&gt;
[[File:DShK-on-wheeled-mounting.jpg|thumb|none|400px|DShK 1938 on wheeled mounting - 12.7x109mm]]&lt;br /&gt;
[[File:coh2_duschka1.jpg|thumb|none|600px|Soviet MG team with the ''Duschka''.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DT==&lt;br /&gt;
Soviet tanks are armed with [[Degtyaryov DT]] machine guns.&lt;br /&gt;
[[File:DT tank machine gun TBiU 11.jpg|thumb|none|400px|DT machine gun - 7.62x54mm R]]&lt;br /&gt;
[[File:coh2_dt1.jpg|thumb|none|600px|A T-34/74 with a hull-mounted Degtyaryov DT.]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
''Oberkommando West'' squads have heavy [[MG34]]s. German tanks are also armed with the ''Panzerlauf'' version.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|400px|MG34 with 50 round &amp;quot;assault drum&amp;quot; - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:coh2_mg341.jpg|thumb|none|600px|German heavy MG team.]]&lt;br /&gt;
[[File:coh2_mg342.jpg|thumb|none|600px|German ''Obersoldat'' fires the MG.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42==&lt;br /&gt;
The [[MG42]] is used by the ''Ostheer'' Heavy MG team and as turrents for tanks. The ''Grenadier'' squad can be equipped with a light version.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|400px|MG42 Light Machine Gun 7.92x57mm Mauser]]&lt;br /&gt;
[[File:coh2_mg421.jpg|thumb|none|600px|German heavy MG team.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1918A2==&lt;br /&gt;
US sqauds can be equipped with [[Browning Automatic Rifle|Browning M1918A2]].&lt;br /&gt;
[[Image:BAR1918.jpg|thumb|none|400px|Browning Automatic Rifle M1918A2 - .30-06]]&lt;br /&gt;
[[File:coh2_brow19181.jpg|thumb|none|600px|US soldier holding the Browning M1918A2.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919A4]] is mounted on Soviet halftracks.&lt;br /&gt;
[[Image:M1919A4.jpg|thumb|none|400px|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:coh2_browa41.jpg|thumb|none|600px|The Browning M1919A4 on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A6==&lt;br /&gt;
The [[Browning M1919A6]] is also used by the US Forces.&lt;br /&gt;
[[Image:M1919a late WWII.jpg|thumb|none|400px|M1919A6, late WWII manufacture with muzzle booster - .30-06 Springfield]]&lt;br /&gt;
[[File:coh2_broma61.jpg|thumb|none|600px|US soldier holding the Browning M1919A6.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
American MG team and tanks have [[Browning M2HB]].&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:coh2_browhb1.jpg|thumb|none|600px|An abandoned machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on British tanks&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:coh2_besa1.jpg|thumb|none|600px|.]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk2==&lt;br /&gt;
British soldiers can use [[Bren gun|Bren Mk2]]s.&lt;br /&gt;
[[Image:Bren_mk2.jpg|thumb|none|400px|Bren Mk2 - .303 caliber]]&lt;br /&gt;
[[File:coh2_bren1.jpg|thumb|none|600px|A British pioneer holds the Bren.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk1==&lt;br /&gt;
British Heay MG team uses a [[Vickers Machine Gun|Vickers Mk1]]. The Vickers is incorrectly modeled with a left receiver.&lt;br /&gt;
[[Image:VickersMk1.jpg|thumb|none|400px|Vickers Mk1 Machine Gun]]&lt;br /&gt;
[[File:coh2_Vickers1.jpg|thumb|none|600px|British MG team.]]&lt;br /&gt;
[[File:coh2_Vickers2.jpg|thumb|none|600px|.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers K==&lt;br /&gt;
British bunkers are armed with [[Vickers K]] machine guns. Royal Engineer squad and the Bren carrier can also be equipped with the Vickers.&lt;br /&gt;
[[File:VickersKlandvariant.jpg|thumb|none|400px|Vickers K Machine Gun for Land Variant - .303 British]]&lt;br /&gt;
[[File:coh2_Vickersk1.jpg|thumb|none|600px|British bunker.]]&lt;br /&gt;
[[File:coh2_Vickersk2.jpg|thumb|none|600px|A Royal Engineer with the Vickers.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
&lt;br /&gt;
==ROKS-3==&lt;br /&gt;
Soviet Combat Engineer squad and the Penal Battalion can be equipped with [[ROKS flamethrowers|ROKS-3 flamethrowers]].&lt;br /&gt;
[[Image:roks3.jpg|thumb|none|400px|ROKS-3 flamethrower]]&lt;br /&gt;
[[File:coh2_roks1.jpg|thumb|none|600px|A Combat Engineer with the flamethrower.]]&lt;br /&gt;
[[File:coh2_roks2.jpg|thumb|none|600px|The flamethrower on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Flammenwerfer 35==&lt;br /&gt;
German ''Pionier'' squad can be equipped with a [[Flammenwerfer 35]].&lt;br /&gt;
[[Image:Flammenwerfer41-05.jpg|thumb|none|265px|Flammenwerfer 35 flamethrower]]&lt;br /&gt;
[[File:coh2_flamen.jpg|thumb|none|300px|The ''Flammenwerfer'' on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The US engineer squad can be equipped with [[M2 Flamethrower]]. Like in [[Company of Heroes]] the Flamethrower in-game has no front grip except when it is abandoned. The Royal Engineer squad can also be equipped with this flamethrower instead of the [[ No. 2 Portable Flamethrower]].&lt;br /&gt;
[[Image:M2 Flamethrower.jpg||thumb|none|400px|400px|M2 Flamethrower]]&lt;br /&gt;
[[File:coh2_m2flame1.jpg|thumb|none|600px|US engineer with the M2.]]&lt;br /&gt;
[[File:coh2_m2flame2.jpg|thumb|none|600px|The M2 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==WASP==&lt;br /&gt;
The Bren carrier can be equipped with a WASP flamethrower system.&lt;br /&gt;
[[File:coh2_wasp.jpg|thumb|none|600px|The carrier with the system.]]&lt;br /&gt;
&lt;br /&gt;
=Hand Grenades=&lt;br /&gt;
&lt;br /&gt;
==RGD-33 Grenade==&lt;br /&gt;
Soviet Shocktroop can throw a [[RGD-33 stick grenade]].&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|300px|RGD-33 high-explosive fragmentation stick grenade.]]&lt;br /&gt;
[[File:coh2_rgd33.jpg|thumb|none|300px|The grenade on the ground.]]&lt;br /&gt;
 &lt;br /&gt;
==RPG-43 Anti Tank Grenade==&lt;br /&gt;
Soviet conscript squads can throw a [[RPG-43 Anti-tank Grenade]].&lt;br /&gt;
[[File:RPG-43ATGrenade.jpg|thumb|none|300px|Soviet RPG-43 anti-tank grenade]]&lt;br /&gt;
[[File:coh2_rpd.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
German soldiers can throw [[Model 24 Stielhandgranate]]s. A ''Geballte Ladung'' can alos used by ''Panzergrenadiers''.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:coh2_m24.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
[[File:coh2_m24ge.jpg|thumb|none|300px|The ''Geballte Ladung'' ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mk II Grenade==&lt;br /&gt;
American soldiers can throw [[Mk 2 hand grenade]]s&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade|Mk 2 &amp;quot;Pineapple&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:coh2_mk2.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
British soldiers can throw [[Mills Bomb]]s.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:coh2_mills.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Gammon Grenade==&lt;br /&gt;
British soldiers can also throw [[Gammon Grenade]]s&lt;br /&gt;
[[File:Gammon.jpg|thumb|none|200px|Gammon Grenade..]]&lt;br /&gt;
[[File:coh2_gammon.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
&lt;br /&gt;
=Mines=&lt;br /&gt;
&lt;br /&gt;
==TM-35 mine==&lt;br /&gt;
The [[TM-35]] anti tank mine is seen in the game.&lt;br /&gt;
[[Image:tm-35mine.jpg|thumb|none|300px|TM-35 Anti-tank mine]]&lt;br /&gt;
[[File:coh2_tmine35.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 42==&lt;br /&gt;
The [[Tellermine 42]] anti tank mine is in the game.&lt;br /&gt;
[[Image:Tellermine 42.jpg|thumb|none|300px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:coh2_tmine.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] in-game.&lt;br /&gt;
[[Image:Schrapnellmine 35 mine.jpg|thumb|none|300px|Schrapnellmine 35.]]&lt;br /&gt;
[[File:coh2_smine.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
==M5 Mine==&lt;br /&gt;
[[File:coh2_m5mine.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
==M6 Mine==&lt;br /&gt;
[[File:coh2_m6mine.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
=Anti-Tank=&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
Soviet soldiers can be equipped with [[PTRS-41]]s.&lt;br /&gt;
[[File:PTRS 41.jpg|thumb|none|450px|PTRS-41 anti-tank rifle 14.5x114mm]]&lt;br /&gt;
[[File:coh2_ptrs.jpg|thumb|none|600px|Soviet guard with the [[PTRS-41]].]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
German ''Grenadier'' squad can fire [[Panzerfaust]]s.&lt;br /&gt;
[[File:Panzerfaust.jpg|thumb|none|400px|Panzerfaust - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:coh2_panzerf.jpg|thumb|none|300px|German soldier with the Panzerfaust.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
German soldiers can be equipped with [[Panzerschreck]]s.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:coh2_panzers1.jpg|thumb|none|600px|German soldier with the Panzerschreck.]]&lt;br /&gt;
[[File:coh2_panzers2.jpg|thumb|none|600px|Panzergrenadiers holding the Panzerschreck.]]&lt;br /&gt;
&lt;br /&gt;
==M9 Bazooka==&lt;br /&gt;
US squads can be equipped with [[M9 Bazooka]]s.&lt;br /&gt;
[[Image:M9bazooka.jpg|thumb|none|400px|M9 Bazooka 2.36&amp;quot;]]&lt;br /&gt;
[[File:coh2_bazooka1.jpg|thumb|none|600px|American soldier with the Bazooka.]]&lt;br /&gt;
&lt;br /&gt;
==Boys Anti-Tank Rifle==&lt;br /&gt;
The British Armor Piercing Sniper use a [[Boys anti-tank rifle]].&lt;br /&gt;
[[Image:BoysRifle.55.jpg|thumb|none|400px|Boys Anti-Tank Rifle 3rd Variant - .55 Boys (13.9x99B).]]&lt;br /&gt;
[[File:coh2_boys1.jpg|thumb|none|600px|The Sniper holds the Boys AT Rifle.]]&lt;br /&gt;
[[File:coh2_boys2.jpg|thumb|none|600px|The same Sniper.]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
The [[PIAT]] is carried by British soldiers&lt;br /&gt;
[[File:PIATLauncher.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[File:coh2_piat1.jpg|thumb|none|600px|British soldier with the PIAT.]]&lt;br /&gt;
&lt;br /&gt;
==76mm divisional gun M1942 (ZiS-3)==&lt;br /&gt;
[[Image:ZiS3 nn.jpg|thumb|none|400px|M1942 divisional gun (ZiS-3) - 76mm]]&lt;br /&gt;
[[File:coh2_zis1.jpg|thumb|none|600px|The ZiS-3 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==7.5 cm Pak 40==&lt;br /&gt;
The [[7.5 cm Pak 40]] appears.&lt;br /&gt;
[[File:7,5 cm-Pak 40.jpg|thumb|400px|none|7.5 cm Pak 40 anti-tank gun - 75x714mm R]]&lt;br /&gt;
[[File:coh2_pak401.jpg|thumb|none|600px|The PAK 40 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm Pak 43/41==&lt;br /&gt;
[[Image:8.8 cm PaK 43 41.jpg|thumb|none|400px|8.8 cm Pak 43/41 anti-tank gun on split-trail mount - 88x822mm R]]&lt;br /&gt;
[[File:coh2_pak431.jpg|thumb|none|600px|The PAK 43 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Raketenwerfer 43 Anti-Tank Rocket Launcher==&lt;br /&gt;
[[Image:raketen43.jpg|thumb|none|400px|Raketenwerfer 43 Anti-Tank Rocket Launcher]]&lt;br /&gt;
[[File:coh2_pak43ra1.jpg|thumb|none|600px|The Raketenwerfer 43 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==M1 57mm Anti-Tank Gun==&lt;br /&gt;
[[Image:m1at.jpg|thumb|none|400px|M1 57mm Anti-Tank Gun]]&lt;br /&gt;
[[File:coh2_m1at1.jpg|thumb|none|600px|The M1 57mm Anti-Tank Gun ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
[[Image:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
[[File:coh2_gf61.jpg|thumb|none|600px|The Ordnance QF 6-pounder ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 17-pounder==&lt;br /&gt;
[[Image:qf17at.jpg|thumb|none|400px|Ordnance QF 17-pounder]]&lt;br /&gt;
[[File:coh2_gf17.jpg|thumb|none|600px|The Ordnance QF 17-pounder ingame.]]&lt;br /&gt;
&lt;br /&gt;
=Anti-Aircraft=&lt;br /&gt;
&lt;br /&gt;
==2 cm Flak 38==&lt;br /&gt;
[[Image:Flak38single.jpg|thumb|none|400px|2 cm Flak 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[File:coh2_flak.jpg|thumb|none|600px|The 2 cm Flak 38 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
[[Image:Bofors 40mm trailer.jpg|thumb|none|400px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:coh2_bofors.jpg|thumb|none|600px|The Bofors 40mm ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 (Quad Mount)==&lt;br /&gt;
The [[Browning_M2#Browning_M2_Heavy_Barrel|Browning M2HB]] in a Quad Mount can be seen on a M3 Halftrack.&lt;br /&gt;
[[File:M51_Quad.jpg|thumb|none|400px|Browning M2HB's in M51 Quad Mounted System - .50 BMG]]&lt;br /&gt;
[[File:coh2_bro4x.jpg|thumb|none|600px|The Browning M2 (Quad Mount) ingame.]]&lt;br /&gt;
&lt;br /&gt;
=Artillery=&lt;br /&gt;
&lt;br /&gt;
==120 mm mortar M1938==&lt;br /&gt;
[[File:120mm regimental mortar M1938.jpg|thumb|none|400px|Soviet 120-mm regimental mortar M1938 on wheeled carriage.]]&lt;br /&gt;
[[file:coh2_m38.jpg|thumb|none|600px|The [[120 mm M1938 Mortar]] ingame.]]&lt;br /&gt;
&lt;br /&gt;
==82-BM-41 Mortar==&lt;br /&gt;
[[Image:82mm BM-37 Mortar.jpg|thumb|none|400px|Soviet 82mm BM-37 Mortar. BM-41 has generally same outlook except for the removable wheel base and the arched construction base plate.]]&lt;br /&gt;
[[file:coh2_bm41.jpg|thumb|none|600px|The [[BM-37|82-BM-41]] Mortar ingame.]]&lt;br /&gt;
&lt;br /&gt;
==8-cm Granatwerfer 34==&lt;br /&gt;
[[Image:8cm-granatwerfer-34.jpg|thumb|none|300px|8-cm Granatwerfer 34 (GrW 34)]]&lt;br /&gt;
[[file:coh2_gr34.jpg|thumb|none|600px|The Granatwerfer 34 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Mortar==&lt;br /&gt;
[[Image:M1m81 1.jpg|thumb|none|300px|M1 Mortar - 81mm]]&lt;br /&gt;
[[file:coh2_m1mor.jpg|thumb|none|600px|The M1 Mortar ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance ML 3 inch Mortar==&lt;br /&gt;
[[File:3inch.jpg|thumb|none|300px|Ordnance ML 3 inch Mortar Mk II - 3.20 in]]&lt;br /&gt;
[[file:coh2_ml3.jpg|thumb|none|600px|The Ordnance ML 3 inch Mortar ingame.]]&lt;br /&gt;
&lt;br /&gt;
==B-4 M1931 howitzer==&lt;br /&gt;
[[Image:B-4small.jpg|thumb|none|450px|Soviet B-4 M1931 howitzer - 203mm]]&lt;br /&gt;
[[file:coh2_m1931.jpg|thumb|none|600px|The B-4 M1931 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==7.5cm le.IG 18 Infantry Support Gun==&lt;br /&gt;
[[File:le.IG 18.JPG|thumb|350px|none|7.5cm le.IG 18 Infantry Support Gun]]&lt;br /&gt;
[[File:coh2_le.IG 18.jpg|thumb|none|600px|The le.IG 18 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==10.5-cm-leichte Feldhaubitze 18==&lt;br /&gt;
[[Image:LeFH1840.jpg|thumb|none|400px|Leichte Feldhaubitze 18/40 field gun displayed in Hämeenlinna Artillery Museum - 105mm]]&lt;br /&gt;
[[File:coh2_lfh18.jpg|thumb|none|600px|The leichte Feldhaubitze 18 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 25-pounder==&lt;br /&gt;
British soldiers use Ordnance QF 25-pounder Howitzes.&lt;br /&gt;
[[File:25 Pounder Gun.JPG|thumb|350px|none|Royal Ordnance QF 25 pounder gun - 87.6mm]]&lt;br /&gt;
[[File:coh2_qf.jpg|thumb|none|600px|The Ordnance QF 25-pounder ingame.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Real-Time strategy]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Company_of_Heroes_2&amp;diff=1302435</id>
		<title>Company of Heroes 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Company_of_Heroes_2&amp;diff=1302435"/>
		<updated>2019-10-22T00:19:44Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* Gewehr 43 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:CoH2_poster.jpg|thumb|right|301px|Company of Heroes 2 (2013)]]&lt;br /&gt;
[[Image:CoHwest.jpg|thumb|right|300px|Company of Heroes 2: The Western Front Armies (2014)]]&lt;br /&gt;
[[Image:CoHBoB.jpg|thumb|right|300px|Company of Heroes 2: Ardennes Assault (2014)]]&lt;br /&gt;
[[Image:CoHBritisch.jpg|thumb|right|300px|Company of Heroes 2: The British Forces (2015)]]&lt;br /&gt;
&lt;br /&gt;
'''''Company of Heroes 2''''' is the sequel to the 2006 WWII real-time strategy game [[Company of Heroes]] which takes the player from the western front to the eastern front of World War 2. In 2014 '''The Western Front Armies''' was released that brings the ''US Forces'' in and with '''Ardennes Assault''' an American campaign. In September 2015 '''The British Forces''' followed.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons were used in the videogame ''Company of Heroes 2'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
The [[Nagant M1895]] revolver is the standard sidearm of the Soviet commissar.&lt;br /&gt;
[[File:Nagant-1895.jpg|thumb|none|300px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo).]]&lt;br /&gt;
[[File:coh2_nagant1.jpg|thumb|none|600px|A commissar holds the revolver on Lev Abramovich.]]&lt;br /&gt;
[[File:coh2_nagant2.jpg|thumb|none|600px|An officer holds the revolver.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
German officers carry [[Luger P08]]s.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|300px|Luger P08 - 9x19mm.]]&lt;br /&gt;
[[File:coh2_luger.jpg|thumb|none|300px|An officer holds his Luger.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is carried by American officers and medics.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:coh2_colt1.jpg|thumb|none|600px|A Colonel holds the pistol.]]&lt;br /&gt;
[[File:coh2_colt2.jpg|thumb|none|600px|Medics with the pistols.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M91/30==&lt;br /&gt;
The [[Mosin Nagant M91/30]] is the standard rifle for the Soviets. The Russian sniper uses the scoped version.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|400px|Full-length Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:coh2_mosin1.jpg|thumb|none|600px|Soviet conscript squad with the rifles.]]&lt;br /&gt;
[[File:coh2_mosin2.jpg|thumb|none|600px|Soviet soldiers with the rifles.]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|400px|Full-length Mosin Nagant M91/30 sniper rifle with PU 3.5x sniper scope and bent bolt handle - 7.62x54mmR]]&lt;br /&gt;
[[File:coh2_mosin3.jpg|thumb|none|600px|Soviet female sniper with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The Penal Battalions carry [[Tokarev SVT-40]] rifles. The Conscript Infantry Squad can also be upgraded with the rifle.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|400px|Tokarev SVT-40 -  7.62x54mmR]]&lt;br /&gt;
[[File:coh2_svt1.jpg|thumb|none|600px|Soviet soldier fires.]]&lt;br /&gt;
[[File:coh2_svt2.jpg|thumb|none|600px|Fighting in the winter.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is the standard rifle for the ''Ostheer'' and the ''Oberkommando West''.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|400px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:coh2_kar1.jpg|thumb|none|600px|''Ostrupp'' squad withe the Karabiner.]]&lt;br /&gt;
[[File:coh2_kar2.jpg|thumb|none|600px|A ''Volksgrenadier'' holds the rifle.]]&lt;br /&gt;
[[File:coh2_kar3.jpg|thumb|none|600px|A ''Panzergrenadier'' aims the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The German sniper uses a scoped [[Gewehr 43]]. A few ''Oberkommando West'' squads can also be upgraded with the rifle.&lt;br /&gt;
[[Image:Gew_43.jpg|thumb|none|400px|Gewehr 43 7.92x57mm Mauser with ZF 4 scope]]&lt;br /&gt;
[[File:coh2_g43.jpg|thumb|none|600px|German soldiers with the Gewehr.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
American Riflemen squad carry [[M1 Garand]]. The Pathfinders use M1C Sniper Variants.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|400px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:coh2_garand1.jpg|thumb|none|600px|US soldiers fire their rifles.]]&lt;br /&gt;
[[File:coh2_garand2.jpg|thumb|none|600px|US soldier holds a rifle.]]&lt;br /&gt;
[[Image:M1CSniper.jpg|thumb|none|400px|M1C Sniper Variant with M82 scope - .30-06]]&lt;br /&gt;
[[File:coh2_garand3.jpg|thumb|none|600px|A Pathfinder holds the scoped rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] is carried by the Rear Echelon Troops. Paratroopers also use this rifles instead of the M1A1 version.&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|400px|World War II Era M1 Carbine, with Dark Walnut Stock, 'L' peep sight and no bayonet lug - .30 Carbine]]&lt;br /&gt;
[[File:coh2_m1car.jpg|thumb|none|600px|US soldier holds the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Lee Enfield No.4 Mk. I==&lt;br /&gt;
The [[Short Magazine Lee-Enfield (SMLE)|Lee Enfield No.4 Mk. I]] is standard rifle for the British soldiers in-game. When the Infantry Section is on the third Veteran level the squad gets the sniper versions.&lt;br /&gt;
[[Image:LeeEnfield4Rifle.jpg|thumb|none|400px|Lee-Enfield No.4 Mk.I - .303 British.]]&lt;br /&gt;
[[File:coh2_lee1.jpg|thumb|none|600px|A British soldier aims the rifle.]]&lt;br /&gt;
[[Image:Smle4mk1t.jpg|thumb|none|400px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[File:coh2_lee2.jpg|thumb|none|600px|A British soldier with the scoped rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
Soviet Shocktroop uses [[PPSh-41]] Submachine Guns.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|400px|Soviet PPSh-41 Submachine Gun with 71-round drum magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:coh2_ppsh1.jpg|thumb|none|600px|Shocktroops with the the [[PPSh-41]]s.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
German pioneer squad is armed with [[MP40]]s.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|400px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:coh2_mp401.jpg|thumb|none|600px|German ''Pioniere'' holding their MPs.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The ''Fallschirmjäger'' squad is armed with [[FG 42]]s.&lt;br /&gt;
[[Image:FG42.jpg|thumb|none|400px|FG 42 7.92x57mm Mauser early version with ZF4 scope (top) and late-war version with ZFG42 scope (bottom) - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:coh2_fg42.jpg|thumb|none|600px|German ''Fallschirmjäger'' holds the [[FG 42]].]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] is used by American squads including the Paratroopers.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine .45 ACP]]&lt;br /&gt;
[[File:coh2_thom.jpg|thumb|none|600px|US soldier with the Thompson.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
US tank crews and engineer squad are armed with [[M3 / M3A1 &amp;quot;Grease Gun&amp;quot;|M3 &amp;quot;Grease Gun&amp;quot;]]s&lt;br /&gt;
[[Image:M3_Grease.jpg|thumb|none|400px|M3 &amp;quot;Grease Gun&amp;quot; .45 ACP.]]&lt;br /&gt;
[[File:coh2_grease1.jpg|thumb|none|600px|A tank crew member with the Grease gun.]]&lt;br /&gt;
[[File:coh2_grease2.jpg|thumb|none|600px|An US pioneer with the Grease gun.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk. II==&lt;br /&gt;
British Royal Engineer squad is armed with [[Sten#Sten_Mk_II|Sten Mk. II]]s. The Sten Mk IIS is also used by British paratroops.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:coh2_sten1.jpg|thumb|none|600px|British soldiers holding the Stens.]]&lt;br /&gt;
[[File:Sten MKII strutt.jpg|thumb|none|400px|Sten Mk IIS - 9x19mm]]&lt;br /&gt;
[[File:coh2_sten2.jpg|thumb|none|600px|British paratroops holding the Sten Mk IIS.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
German Panzergrenadier and Sturmpioneer Squads are armed with [[Sturmgewehr 44]]s. The Stgs can be equipped with infrared scopes.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|400px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:coh2_stg1.jpg|thumb|none|600px|German Panzergrenadiers holding the STG-44s.]]&lt;br /&gt;
[[File:coh2_stg2.jpg|thumb|none|600px|A squad of ''Obersoldaten'' with STG-44s with infrared scopes.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-28==&lt;br /&gt;
Soviet Guards can be equipped with a [[Degtyaryov DP-28|DP-28]] machine gun.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|400px|Degtyarov DP-28 machine gun - 7.62x54mmR]]&lt;br /&gt;
[[File:coh2_dp1.jpg|thumb|none|600px|Soviet guards with the Mgs.]]&lt;br /&gt;
[[File:coh2_dp2.jpg|thumb|none|600px|Soviet guard fires the Mgs.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim M1910/30==&lt;br /&gt;
The [[Maxim M1910/30]] is used by the M1910 Maxim Heavy Machine Gun team. Incorrectly called the ''PM1910'' in-game.&lt;br /&gt;
[[File:Maxim M1910 30.jpg|thumb|none|400px|Russian Maxim 1910/30, post-1941 manufacture with top hatch on cooling jacket allowing it to be filled more quickly or with snow - 7.62x54mmR]]&lt;br /&gt;
[[File:coh2_maxim1.jpg|thumb|none|600px|An abandoned Maxim lies on the battlefield.]]&lt;br /&gt;
&lt;br /&gt;
==DShK Heavy Machine Gun==&lt;br /&gt;
Soviet heavy tanks like the IS-2 are armed with the [[DShK Heavy Machine Gun]]. It can also be used by an MG team and the Soviet bunkers.&lt;br /&gt;
[[File:DShK-on-wheeled-mounting.jpg|thumb|none|400px|DShK 1938 on wheeled mounting - 12.7x109mm]]&lt;br /&gt;
[[File:coh2_duschka1.jpg|thumb|none|600px|Soviet MG team with the ''Duschka''.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DT==&lt;br /&gt;
Soviet tanks are armed with [[Degtyaryov DT]] machine guns.&lt;br /&gt;
[[File:DT tank machine gun TBiU 11.jpg|thumb|none|400px|DT machine gun - 7.62x54mm R]]&lt;br /&gt;
[[File:coh2_dt1.jpg|thumb|none|600px|A T-34/74 with a hull-mounted Degtyaryov DT.]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
''Oberkommando West'' squads have heavy [[MG34]]s. German tanks are also armed with the ''Panzerlauf'' version.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|400px|MG34 with 50 round &amp;quot;assault drum&amp;quot; - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:coh2_mg341.jpg|thumb|none|600px|German heavy MG team.]]&lt;br /&gt;
[[File:coh2_mg342.jpg|thumb|none|600px|German ''Obersoldat'' fires the MG.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42==&lt;br /&gt;
The [[MG42]] is used by the ''Ostheer'' Heavy MG team and as turrents for tanks. The ''Grenadier'' squad can be equipped with a light version.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|400px|MG42 Light Machine Gun 7.92x57mm Mauser]]&lt;br /&gt;
[[File:coh2_mg421.jpg|thumb|none|600px|German heavy MG team.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1918A2==&lt;br /&gt;
US sqauds can be equipped with [[Browning Automatic Rifle|Browning M1918A2]].&lt;br /&gt;
[[Image:BAR1918.jpg|thumb|none|400px|Browning Automatic Rifle M1918A2 - .30-06]]&lt;br /&gt;
[[File:coh2_brow19181.jpg|thumb|none|600px|US soldier holding the Browning M1918A2.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919A4]] is mounted on Soviet halftracks.&lt;br /&gt;
[[Image:M1919A4.jpg|thumb|none|400px|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:coh2_browa41.jpg|thumb|none|600px|The Browning M1919A4 on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A6==&lt;br /&gt;
The [[Browning M1919A6]] is also used by the US Forces.&lt;br /&gt;
[[Image:M1919a late WWII.jpg|thumb|none|400px|M1919A6, late WWII manufacture with muzzle booster - .30-06 Springfield]]&lt;br /&gt;
[[File:coh2_broma61.jpg|thumb|none|600px|US soldier holding the Browning M1919A6.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
American MG team and tanks have [[Browning M2HB]].&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:coh2_browhb1.jpg|thumb|none|600px|An abandoned machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on British tanks&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:coh2_besa1.jpg|thumb|none|600px|.]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk2==&lt;br /&gt;
British soldiers can use [[Bren gun|Bren Mk2]]s.&lt;br /&gt;
[[Image:Bren_mk2.jpg|thumb|none|400px|Bren Mk2 - .303 caliber]]&lt;br /&gt;
[[File:coh2_bren1.jpg|thumb|none|600px|A British pioneer holds the Bren.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk1==&lt;br /&gt;
British Heay MG team uses a [[Vickers Machine Gun|Vickers Mk1]]. The Vickers is incorrectly modeled with a left receiver.&lt;br /&gt;
[[Image:VickersMk1.jpg|thumb|none|400px|Vickers Mk1 Machine Gun]]&lt;br /&gt;
[[File:coh2_Vickers1.jpg|thumb|none|600px|British MG team.]]&lt;br /&gt;
[[File:coh2_Vickers2.jpg|thumb|none|600px|.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers K==&lt;br /&gt;
British bunkers are armed with [[Vickers K]] machine guns. Royal Engineer squad and the Bren carrier can also be equipped with the Vickers.&lt;br /&gt;
[[File:VickersKlandvariant.jpg|thumb|none|400px|Vickers K Machine Gun for Land Variant - .303 British]]&lt;br /&gt;
[[File:coh2_Vickersk1.jpg|thumb|none|600px|British bunker.]]&lt;br /&gt;
[[File:coh2_Vickersk2.jpg|thumb|none|600px|A Royal Engineer with the Vickers.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
&lt;br /&gt;
==ROKS-3==&lt;br /&gt;
Soviet Combat Engineer squad and the Penal Battalion can be equipped with [[ROKS flamethrowers|ROKS-3 flamethrowers]].&lt;br /&gt;
[[Image:roks3.jpg|thumb|none|400px|ROKS-3 flamethrower]]&lt;br /&gt;
[[File:coh2_roks1.jpg|thumb|none|600px|A Combat Engineer with the flamethrower.]]&lt;br /&gt;
[[File:coh2_roks2.jpg|thumb|none|600px|The flamethrower on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Flammenwerfer 35==&lt;br /&gt;
German ''Pionier'' squad can be equipped with a [[Flammenwerfer 35]].&lt;br /&gt;
[[Image:Flammenwerfer41-05.jpg|thumb|none|265px|Flammenwerfer 35 flamethrower]]&lt;br /&gt;
[[File:coh2_flamen.jpg|thumb|none|300px|The ''Flammenwerfer'' on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The US engineer squad can be equipped with [[M2 Flamethrower]]. Like in [[Company of Heroes]] the Flamethrower in-game has no front grip except it is abandoned. The Royal Engineer squad can also be equipped with this flamethrower instead of the [[ No. 2 Portable Flamethrower]].&lt;br /&gt;
[[Image:M2 Flamethrower.jpg||thumb|none|400px|400px|M2 Flamethrower]]&lt;br /&gt;
[[File:coh2_m2flame1.jpg|thumb|none|600px|US engineer with the M2.]]&lt;br /&gt;
[[File:coh2_m2flame2.jpg|thumb|none|600px|The M2 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==WASP==&lt;br /&gt;
The Bren carrier can be equipped with a WASP flamethrower system.&lt;br /&gt;
[[File:coh2_wasp.jpg|thumb|none|600px|The carrier with the system.]]&lt;br /&gt;
&lt;br /&gt;
=Hand Grenades=&lt;br /&gt;
&lt;br /&gt;
==RGD-33 Grenade==&lt;br /&gt;
Soviet Shocktroop can throw a [[RGD-33 stick grenade]].&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|300px|RGD-33 high-explosive fragmentation stick grenade.]]&lt;br /&gt;
[[File:coh2_rgd33.jpg|thumb|none|300px|The grenade on the ground.]]&lt;br /&gt;
 &lt;br /&gt;
==RPG-43 Anti Tank Grenade==&lt;br /&gt;
Soviet conscript squads can throw a [[RPG-43 Anti-tank Grenade]].&lt;br /&gt;
[[File:RPG-43ATGrenade.jpg|thumb|none|300px|Soviet RPG-43 anti-tank grenade]]&lt;br /&gt;
[[File:coh2_rpd.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
German soldiers can throw [[Model 24 Stielhandgranate]]s. A ''Geballte Ladung'' can alos used by ''Panzergrenadiers''.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:coh2_m24.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
[[File:coh2_m24ge.jpg|thumb|none|300px|The ''Geballte Ladung'' ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mk II Grenade==&lt;br /&gt;
American soldiers can throw [[Mk 2 hand grenade]]s&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade|Mk 2 &amp;quot;Pineapple&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:coh2_mk2.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
British soldiers can throw [[Mills Bomb]]s.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:coh2_mills.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Gammon Grenade==&lt;br /&gt;
British soldiers can also throw [[Gammon Grenade]]s&lt;br /&gt;
[[File:Gammon.jpg|thumb|none|200px|Gammon Grenade..]]&lt;br /&gt;
[[File:coh2_gammon.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
&lt;br /&gt;
=Mines=&lt;br /&gt;
&lt;br /&gt;
==TM-35 mine==&lt;br /&gt;
The [[TM-35]] anti tank mine is seen in the game.&lt;br /&gt;
[[Image:tm-35mine.jpg|thumb|none|300px|TM-35 Anti-tank mine]]&lt;br /&gt;
[[File:coh2_tmine35.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 42==&lt;br /&gt;
The [[Tellermine 42]] anti tank mine is in the game.&lt;br /&gt;
[[Image:Tellermine 42.jpg|thumb|none|300px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:coh2_tmine.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] in-game.&lt;br /&gt;
[[Image:Schrapnellmine 35 mine.jpg|thumb|none|300px|Schrapnellmine 35.]]&lt;br /&gt;
[[File:coh2_smine.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
==M5 Mine==&lt;br /&gt;
[[File:coh2_m5mine.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
==M6 Mine==&lt;br /&gt;
[[File:coh2_m6mine.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
=Anti-Tank=&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
Soviet soldiers can be equipped with [[PTRS-41]]s.&lt;br /&gt;
[[File:PTRS 41.jpg|thumb|none|450px|PTRS-41 anti-tank rifle 14.5x114mm]]&lt;br /&gt;
[[File:coh2_ptrs.jpg|thumb|none|600px|Soviet guard with the [[PTRS-41]].]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
German ''Grenadier'' squad can fire [[Panzerfaust]]s.&lt;br /&gt;
[[File:Panzerfaust.jpg|thumb|none|400px|Panzerfaust - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:coh2_panzerf.jpg|thumb|none|300px|German soldier with the Panzerfaust.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
German soldiers can be equipped with [[Panzerschreck]]s.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:coh2_panzers1.jpg|thumb|none|600px|German soldier with the Panzerschreck.]]&lt;br /&gt;
[[File:coh2_panzers2.jpg|thumb|none|600px|Panzergrenadiers holding the Panzerschreck.]]&lt;br /&gt;
&lt;br /&gt;
==M9 Bazooka==&lt;br /&gt;
US squads can be equipped with [[M9 Bazooka]]s.&lt;br /&gt;
[[Image:M9bazooka.jpg|thumb|none|400px|M9 Bazooka 2.36&amp;quot;]]&lt;br /&gt;
[[File:coh2_bazooka1.jpg|thumb|none|600px|American soldier with the Bazooka.]]&lt;br /&gt;
&lt;br /&gt;
==Boys Anti-Tank Rifle==&lt;br /&gt;
The British Armor Piercing Sniper use a [[Boys anti-tank rifle]].&lt;br /&gt;
[[Image:BoysRifle.55.jpg|thumb|none|400px|Boys Anti-Tank Rifle 3rd Variant - .55 Boys (13.9x99B).]]&lt;br /&gt;
[[File:coh2_boys1.jpg|thumb|none|600px|The Sniper holds the Boys AT Rifle.]]&lt;br /&gt;
[[File:coh2_boys2.jpg|thumb|none|600px|The same Sniper.]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
The [[PIAT]] is carried by British soldiers&lt;br /&gt;
[[File:PIATLauncher.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[File:coh2_piat1.jpg|thumb|none|600px|British soldier with the PIAT.]]&lt;br /&gt;
&lt;br /&gt;
==76mm divisional gun M1942 (ZiS-3)==&lt;br /&gt;
[[Image:ZiS3 nn.jpg|thumb|none|400px|M1942 divisional gun (ZiS-3) - 76mm]]&lt;br /&gt;
[[File:coh2_zis1.jpg|thumb|none|600px|The ZiS-3 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==7.5 cm Pak 40==&lt;br /&gt;
The [[7.5 cm Pak 40]] appears.&lt;br /&gt;
[[File:7,5 cm-Pak 40.jpg|thumb|400px|none|7.5 cm Pak 40 anti-tank gun - 75x714mm R]]&lt;br /&gt;
[[File:coh2_pak401.jpg|thumb|none|600px|The PAK 40 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm Pak 43/41==&lt;br /&gt;
[[Image:8.8 cm PaK 43 41.jpg|thumb|none|400px|8.8 cm Pak 43/41 anti-tank gun on split-trail mount - 88x822mm R]]&lt;br /&gt;
[[File:coh2_pak431.jpg|thumb|none|600px|The PAK 43 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Raketenwerfer 43 Anti-Tank Rocket Launcher==&lt;br /&gt;
[[Image:raketen43.jpg|thumb|none|400px|Raketenwerfer 43 Anti-Tank Rocket Launcher]]&lt;br /&gt;
[[File:coh2_pak43ra1.jpg|thumb|none|600px|The Raketenwerfer 43 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==M1 57mm Anti-Tank Gun==&lt;br /&gt;
[[Image:m1at.jpg|thumb|none|400px|M1 57mm Anti-Tank Gun]]&lt;br /&gt;
[[File:coh2_m1at1.jpg|thumb|none|600px|The M1 57mm Anti-Tank Gun ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
[[Image:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
[[File:coh2_gf61.jpg|thumb|none|600px|The Ordnance QF 6-pounder ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 17-pounder==&lt;br /&gt;
[[Image:qf17at.jpg|thumb|none|400px|Ordnance QF 17-pounder]]&lt;br /&gt;
[[File:coh2_gf17.jpg|thumb|none|600px|The Ordnance QF 17-pounder ingame.]]&lt;br /&gt;
&lt;br /&gt;
=Anti-Aircraft=&lt;br /&gt;
&lt;br /&gt;
==2 cm Flak 38==&lt;br /&gt;
[[Image:Flak38single.jpg|thumb|none|400px|2 cm Flak 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[File:coh2_flak.jpg|thumb|none|600px|The 2 cm Flak 38 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
[[Image:Bofors 40mm trailer.jpg|thumb|none|400px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:coh2_bofors.jpg|thumb|none|600px|The Bofors 40mm ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 (Quad Mount)==&lt;br /&gt;
The [[Browning_M2#Browning_M2_Heavy_Barrel|Browning M2HB]] in a Quad Mount can be seen on a M3 Halftrack.&lt;br /&gt;
[[File:M51_Quad.jpg|thumb|none|400px|Browning M2HB's in M51 Quad Mounted System - .50 BMG]]&lt;br /&gt;
[[File:coh2_bro4x.jpg|thumb|none|600px|The Browning M2 (Quad Mount) ingame.]]&lt;br /&gt;
&lt;br /&gt;
=Artillery=&lt;br /&gt;
&lt;br /&gt;
==120 mm mortar M1938==&lt;br /&gt;
[[File:120mm regimental mortar M1938.jpg|thumb|none|400px|Soviet 120-mm regimental mortar M1938 on wheeled carriage.]]&lt;br /&gt;
[[file:coh2_m38.jpg|thumb|none|600px|The [[120 mm M1938 Mortar]] ingame.]]&lt;br /&gt;
&lt;br /&gt;
==82-BM-41 Mortar==&lt;br /&gt;
[[Image:82mm BM-37 Mortar.jpg|thumb|none|400px|Soviet 82mm BM-37 Mortar. BM-41 has generally same outlook except for the removable wheel base and the arched construction base plate.]]&lt;br /&gt;
[[file:coh2_bm41.jpg|thumb|none|600px|The [[BM-37|82-BM-41]] Mortar ingame.]]&lt;br /&gt;
&lt;br /&gt;
==8-cm Granatwerfer 34==&lt;br /&gt;
[[Image:8cm-granatwerfer-34.jpg|thumb|none|300px|8-cm Granatwerfer 34 (GrW 34)]]&lt;br /&gt;
[[file:coh2_gr34.jpg|thumb|none|600px|The Granatwerfer 34 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Mortar==&lt;br /&gt;
[[Image:M1m81 1.jpg|thumb|none|300px|M1 Mortar - 81mm]]&lt;br /&gt;
[[file:coh2_m1mor.jpg|thumb|none|600px|The M1 Mortar ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance ML 3 inch Mortar==&lt;br /&gt;
[[File:3inch.jpg|thumb|none|300px|Ordnance ML 3 inch Mortar Mk II - 3.20 in]]&lt;br /&gt;
[[file:coh2_ml3.jpg|thumb|none|600px|The Ordnance ML 3 inch Mortar ingame.]]&lt;br /&gt;
&lt;br /&gt;
==B-4 M1931 howitzer==&lt;br /&gt;
[[Image:B-4small.jpg|thumb|none|450px|Soviet B-4 M1931 howitzer - 203mm]]&lt;br /&gt;
[[file:coh2_m1931.jpg|thumb|none|600px|The B-4 M1931 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==7.5cm le.IG 18 Infantry Support Gun==&lt;br /&gt;
[[File:le.IG 18.JPG|thumb|350px|none|7.5cm le.IG 18 Infantry Support Gun]]&lt;br /&gt;
[[File:coh2_le.IG 18.jpg|thumb|none|600px|The le.IG 18 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==10.5-cm-leichte Feldhaubitze 18==&lt;br /&gt;
[[Image:LeFH1840.jpg|thumb|none|400px|Leichte Feldhaubitze 18/40 field gun displayed in Hämeenlinna Artillery Museum - 105mm]]&lt;br /&gt;
[[File:coh2_lfh18.jpg|thumb|none|600px|The leichte Feldhaubitze 18 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 25-pounder==&lt;br /&gt;
British soldiers use Ordnance QF 25-pounder Howitzes.&lt;br /&gt;
[[File:25 Pounder Gun.JPG|thumb|350px|none|Royal Ordnance QF 25 pounder gun - 87.6mm]]&lt;br /&gt;
[[File:coh2_qf.jpg|thumb|none|600px|The Ordnance QF 25-pounder ingame.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Real-Time strategy]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Company_of_Heroes_2&amp;diff=1302434</id>
		<title>Company of Heroes 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Company_of_Heroes_2&amp;diff=1302434"/>
		<updated>2019-10-22T00:18:33Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* Luger P08 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:CoH2_poster.jpg|thumb|right|301px|Company of Heroes 2 (2013)]]&lt;br /&gt;
[[Image:CoHwest.jpg|thumb|right|300px|Company of Heroes 2: The Western Front Armies (2014)]]&lt;br /&gt;
[[Image:CoHBoB.jpg|thumb|right|300px|Company of Heroes 2: Ardennes Assault (2014)]]&lt;br /&gt;
[[Image:CoHBritisch.jpg|thumb|right|300px|Company of Heroes 2: The British Forces (2015)]]&lt;br /&gt;
&lt;br /&gt;
'''''Company of Heroes 2''''' is the sequel to the 2006 WWII real-time strategy game [[Company of Heroes]] which takes the player from the western front to the eastern front of World War 2. In 2014 '''The Western Front Armies''' was released that brings the ''US Forces'' in and with '''Ardennes Assault''' an American campaign. In September 2015 '''The British Forces''' followed.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons were used in the videogame ''Company of Heroes 2'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
&lt;br /&gt;
==Nagant M1895==&lt;br /&gt;
The [[Nagant M1895]] revolver is the standard sidearm of the Soviet commissar.&lt;br /&gt;
[[File:Nagant-1895.jpg|thumb|none|300px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo).]]&lt;br /&gt;
[[File:coh2_nagant1.jpg|thumb|none|600px|A commissar holds the revolver on Lev Abramovich.]]&lt;br /&gt;
[[File:coh2_nagant2.jpg|thumb|none|600px|An officer holds the revolver.]]&lt;br /&gt;
&lt;br /&gt;
==Luger P08==&lt;br /&gt;
German officers carry [[Luger P08]]s.&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|300px|Luger P08 - 9x19mm.]]&lt;br /&gt;
[[File:coh2_luger.jpg|thumb|none|300px|An officer holds his Luger.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The [[Colt M1911A1]] is carried by American officers and medics.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|300px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:coh2_colt1.jpg|thumb|none|600px|A Colonel holds the pistol.]]&lt;br /&gt;
[[File:coh2_colt2.jpg|thumb|none|600px|Medics with the pistols.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant M91/30==&lt;br /&gt;
The [[Mosin Nagant M91/30]] is the standard rifle for the Soviets. The Russian sniper uses the scoped version.&lt;br /&gt;
[[File:M9130.jpg|thumb|none|400px|Full-length Mosin Nagant M91/30 - 7.62x54mmR]]&lt;br /&gt;
[[File:coh2_mosin1.jpg|thumb|none|600px|Soviet conscript squad with the rifles.]]&lt;br /&gt;
[[File:coh2_mosin2.jpg|thumb|none|600px|Soviet soldiers with the rifles.]]&lt;br /&gt;
[[File:MosinNagantM9130Sniper.jpg|thumb|none|400px|Full-length Mosin Nagant M91/30 sniper rifle with PU 3.5x sniper scope and bent bolt handle - 7.62x54mmR]]&lt;br /&gt;
[[File:coh2_mosin3.jpg|thumb|none|600px|Soviet female sniper with the rifle.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Tokarev SVT-40==&lt;br /&gt;
The Penal Battalions carry [[Tokarev SVT-40]] rifles. The Conscript Infantry Squad can also be upgraded with the rifle.&lt;br /&gt;
[[File:SVT-40.jpg|thumb|none|400px|Tokarev SVT-40 -  7.62x54mmR]]&lt;br /&gt;
[[File:coh2_svt1.jpg|thumb|none|600px|Soviet soldier fires.]]&lt;br /&gt;
[[File:coh2_svt2.jpg|thumb|none|600px|Fighting in the winter.]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k]] is the standard rifle for the ''Ostheer'' and the ''Oberkommando West''.&lt;br /&gt;
[[File:Karabiner-98K.jpg|thumb|none|400px|Karabiner 98k - German manufacture 1937 date - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:coh2_kar1.jpg|thumb|none|600px|''Ostrupp'' squad withe the Karabiner.]]&lt;br /&gt;
[[File:coh2_kar2.jpg|thumb|none|600px|A ''Volksgrenadier'' holds the rifle.]]&lt;br /&gt;
[[File:coh2_kar3.jpg|thumb|none|600px|A ''Panzergrenadier'' aims the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Gewehr 43==&lt;br /&gt;
The German sniper uses a scoped [[Gewehr 43]]. A few ''Oberkommando West'' squads can also upgraded with the rifle.&lt;br /&gt;
[[Image:Gew_43.jpg|thumb|none|400px|Gewehr 43 7.92x57mm Mauser with ZF 4 scope]]&lt;br /&gt;
[[File:coh2_g43.jpg|thumb|none|600px|German soldiers with the Gewehr.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
American Riflemen squad carry [[M1 Garand]]. The Pathfinders use M1C Sniper Variants.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|400px|M1 Garand - .30-06]]&lt;br /&gt;
[[File:coh2_garand1.jpg|thumb|none|600px|US soldiers fire their rifles.]]&lt;br /&gt;
[[File:coh2_garand2.jpg|thumb|none|600px|US soldier holds a rifle.]]&lt;br /&gt;
[[Image:M1CSniper.jpg|thumb|none|400px|M1C Sniper Variant with M82 scope - .30-06]]&lt;br /&gt;
[[File:coh2_garand3.jpg|thumb|none|600px|A Pathfinder holds the scoped rifle.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Carbine==&lt;br /&gt;
The [[M1 Carbine]] is carried by the Rear Echelon Troops. Paratroopers also use this rifles instead of the M1A1 version.&lt;br /&gt;
[[File:M1-Carbine.jpg|thumb|none|400px|World War II Era M1 Carbine, with Dark Walnut Stock, 'L' peep sight and no bayonet lug - .30 Carbine]]&lt;br /&gt;
[[File:coh2_m1car.jpg|thumb|none|600px|US soldier holds the rifle.]]&lt;br /&gt;
&lt;br /&gt;
==Lee Enfield No.4 Mk. I==&lt;br /&gt;
The [[Short Magazine Lee-Enfield (SMLE)|Lee Enfield No.4 Mk. I]] is standard rifle for the British soldiers in-game. When the Infantry Section is on the third Veteran level the squad gets the sniper versions.&lt;br /&gt;
[[Image:LeeEnfield4Rifle.jpg|thumb|none|400px|Lee-Enfield No.4 Mk.I - .303 British.]]&lt;br /&gt;
[[File:coh2_lee1.jpg|thumb|none|600px|A British soldier aims the rifle.]]&lt;br /&gt;
[[Image:Smle4mk1t.jpg|thumb|none|400px|Lee-Enfield No.4 Mk.I(T) with magazine and scope - .303 British]]&lt;br /&gt;
[[File:coh2_lee2.jpg|thumb|none|600px|A British soldier with the scoped rifle.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
&lt;br /&gt;
==PPSh-41==&lt;br /&gt;
Soviet Shocktroop uses [[PPSh-41]] Submachine Guns.&lt;br /&gt;
[[File:PPSH-01-SMG.jpg|thumb|none|400px|Soviet PPSh-41 Submachine Gun with 71-round drum magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:coh2_ppsh1.jpg|thumb|none|600px|Shocktroops with the the [[PPSh-41]]s.]]&lt;br /&gt;
&lt;br /&gt;
==MP40==&lt;br /&gt;
German pioneer squad is armed with [[MP40]]s.&lt;br /&gt;
[[Image:MP40Side.jpg|thumb|none|400px|MP40 submachine gun - 9x19mm]]&lt;br /&gt;
[[File:coh2_mp401.jpg|thumb|none|600px|German ''Pioniere'' holding their MPs.]]&lt;br /&gt;
&lt;br /&gt;
==FG 42==&lt;br /&gt;
The ''Fallschirmjäger'' squad is armed with [[FG 42]]s.&lt;br /&gt;
[[Image:FG42.jpg|thumb|none|400px|FG 42 7.92x57mm Mauser early version with ZF4 scope (top) and late-war version with ZFG42 scope (bottom) - 7.92x57mm Mauser.]]&lt;br /&gt;
[[File:coh2_fg42.jpg|thumb|none|600px|German ''Fallschirmjäger'' holds the [[FG 42]].]]&lt;br /&gt;
&lt;br /&gt;
==M1A1 Thompson==&lt;br /&gt;
The [[M1A1 Thompson]] is used by American squads including the Paratroopers.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine .45 ACP]]&lt;br /&gt;
[[File:coh2_thom.jpg|thumb|none|600px|US soldier with the Thompson.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
US tank crews and engineer squad are armed with [[M3 / M3A1 &amp;quot;Grease Gun&amp;quot;|M3 &amp;quot;Grease Gun&amp;quot;]]s&lt;br /&gt;
[[Image:M3_Grease.jpg|thumb|none|400px|M3 &amp;quot;Grease Gun&amp;quot; .45 ACP.]]&lt;br /&gt;
[[File:coh2_grease1.jpg|thumb|none|600px|A tank crew member with the Grease gun.]]&lt;br /&gt;
[[File:coh2_grease2.jpg|thumb|none|600px|An US pioneer with the Grease gun.]]&lt;br /&gt;
&lt;br /&gt;
==Sten Mk. II==&lt;br /&gt;
British Royal Engineer squad is armed with [[Sten#Sten_Mk_II|Sten Mk. II]]s. The Sten Mk IIS is also used by British paratroops.&lt;br /&gt;
[[Image:Sten.jpg|thumb|none|400px|Sten Mk II - 9x19mm]]&lt;br /&gt;
[[File:coh2_sten1.jpg|thumb|none|600px|British soldiers holding the Stens.]]&lt;br /&gt;
[[File:Sten MKII strutt.jpg|thumb|none|400px|Sten Mk IIS - 9x19mm]]&lt;br /&gt;
[[File:coh2_sten2.jpg|thumb|none|600px|British paratroops holding the Sten Mk IIS.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
&lt;br /&gt;
==Sturmgewehr 44==&lt;br /&gt;
German Panzergrenadier and Sturmpioneer Squads are armed with [[Sturmgewehr 44]]s. The Stgs can be equipped with infrared scopes.&lt;br /&gt;
[[Image:Sturmgewehr 44.jpg|thumb|none|400px|Sturmgewehr 44 - 7.92x33mm]]&lt;br /&gt;
[[File:coh2_stg1.jpg|thumb|none|600px|German Panzergrenadiers holding the STG-44s.]]&lt;br /&gt;
[[File:coh2_stg2.jpg|thumb|none|600px|A squad of ''Obersoldaten'' with STG-44s with infrared scopes.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-28==&lt;br /&gt;
Soviet Guards can be equipped with a [[Degtyaryov DP-28|DP-28]] machine gun.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|400px|Degtyarov DP-28 machine gun - 7.62x54mmR]]&lt;br /&gt;
[[File:coh2_dp1.jpg|thumb|none|600px|Soviet guards with the Mgs.]]&lt;br /&gt;
[[File:coh2_dp2.jpg|thumb|none|600px|Soviet guard fires the Mgs.]]&lt;br /&gt;
&lt;br /&gt;
==Maxim M1910/30==&lt;br /&gt;
The [[Maxim M1910/30]] is used by the M1910 Maxim Heavy Machine Gun team. Incorrectly called the ''PM1910'' in-game.&lt;br /&gt;
[[File:Maxim M1910 30.jpg|thumb|none|400px|Russian Maxim 1910/30, post-1941 manufacture with top hatch on cooling jacket allowing it to be filled more quickly or with snow - 7.62x54mmR]]&lt;br /&gt;
[[File:coh2_maxim1.jpg|thumb|none|600px|An abandoned Maxim lies on the battlefield.]]&lt;br /&gt;
&lt;br /&gt;
==DShK Heavy Machine Gun==&lt;br /&gt;
Soviet heavy tanks like the IS-2 are armed with the [[DShK Heavy Machine Gun]]. It can also be used by an MG team and the Soviet bunkers.&lt;br /&gt;
[[File:DShK-on-wheeled-mounting.jpg|thumb|none|400px|DShK 1938 on wheeled mounting - 12.7x109mm]]&lt;br /&gt;
[[File:coh2_duschka1.jpg|thumb|none|600px|Soviet MG team with the ''Duschka''.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DT==&lt;br /&gt;
Soviet tanks are armed with [[Degtyaryov DT]] machine guns.&lt;br /&gt;
[[File:DT tank machine gun TBiU 11.jpg|thumb|none|400px|DT machine gun - 7.62x54mm R]]&lt;br /&gt;
[[File:coh2_dt1.jpg|thumb|none|600px|A T-34/74 with a hull-mounted Degtyaryov DT.]]&lt;br /&gt;
&lt;br /&gt;
==MG 34==&lt;br /&gt;
''Oberkommando West'' squads have heavy [[MG34]]s. German tanks are also armed with the ''Panzerlauf'' version.&lt;br /&gt;
[[File:Mg-34man-portable.jpg|thumb|none|400px|MG34 with 50 round &amp;quot;assault drum&amp;quot; - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:coh2_mg341.jpg|thumb|none|600px|German heavy MG team.]]&lt;br /&gt;
[[File:coh2_mg342.jpg|thumb|none|600px|German ''Obersoldat'' fires the MG.]]&lt;br /&gt;
&lt;br /&gt;
==MG 42==&lt;br /&gt;
The [[MG42]] is used by the ''Ostheer'' Heavy MG team and as turrents for tanks. The ''Grenadier'' squad can be equipped with a light version.&lt;br /&gt;
[[Image:MG42.jpg|thumb|none|400px|MG42 Light Machine Gun 7.92x57mm Mauser]]&lt;br /&gt;
[[File:coh2_mg421.jpg|thumb|none|600px|German heavy MG team.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1918A2==&lt;br /&gt;
US sqauds can be equipped with [[Browning Automatic Rifle|Browning M1918A2]].&lt;br /&gt;
[[Image:BAR1918.jpg|thumb|none|400px|Browning Automatic Rifle M1918A2 - .30-06]]&lt;br /&gt;
[[File:coh2_brow19181.jpg|thumb|none|600px|US soldier holding the Browning M1918A2.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A4==&lt;br /&gt;
The [[Browning M1919A4]] is mounted on Soviet halftracks.&lt;br /&gt;
[[Image:M1919A4.jpg|thumb|none|400px|Browning M1919A4 - .30-06 Springfield]]&lt;br /&gt;
[[File:coh2_browa41.jpg|thumb|none|600px|The Browning M1919A4 on the right.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M1919A6==&lt;br /&gt;
The [[Browning M1919A6]] is also used by the US Forces.&lt;br /&gt;
[[Image:M1919a late WWII.jpg|thumb|none|400px|M1919A6, late WWII manufacture with muzzle booster - .30-06 Springfield]]&lt;br /&gt;
[[File:coh2_broma61.jpg|thumb|none|600px|US soldier holding the Browning M1919A6.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
American MG team and tanks have [[Browning M2HB]].&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:coh2_browhb1.jpg|thumb|none|600px|An abandoned machine gun.]]&lt;br /&gt;
&lt;br /&gt;
==Besa==&lt;br /&gt;
The [[Besa machine gun]] is mounted on British tanks&lt;br /&gt;
[[File:BESA.jpg|thumb|none|400px|British Besa tank machine gun - 7.92×57mm Mauser]]&lt;br /&gt;
[[File:coh2_besa1.jpg|thumb|none|600px|.]]&lt;br /&gt;
&lt;br /&gt;
==Bren Mk2==&lt;br /&gt;
British soldiers can use [[Bren gun|Bren Mk2]]s.&lt;br /&gt;
[[Image:Bren_mk2.jpg|thumb|none|400px|Bren Mk2 - .303 caliber]]&lt;br /&gt;
[[File:coh2_bren1.jpg|thumb|none|600px|A British pioneer holds the Bren.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers Mk1==&lt;br /&gt;
British Heay MG team uses a [[Vickers Machine Gun|Vickers Mk1]]. The Vickers is incorrectly modeled with a left receiver.&lt;br /&gt;
[[Image:VickersMk1.jpg|thumb|none|400px|Vickers Mk1 Machine Gun]]&lt;br /&gt;
[[File:coh2_Vickers1.jpg|thumb|none|600px|British MG team.]]&lt;br /&gt;
[[File:coh2_Vickers2.jpg|thumb|none|600px|.]]&lt;br /&gt;
&lt;br /&gt;
==Vickers K==&lt;br /&gt;
British bunkers are armed with [[Vickers K]] machine guns. Royal Engineer squad and the Bren carrier can also be equipped with the Vickers.&lt;br /&gt;
[[File:VickersKlandvariant.jpg|thumb|none|400px|Vickers K Machine Gun for Land Variant - .303 British]]&lt;br /&gt;
[[File:coh2_Vickersk1.jpg|thumb|none|600px|British bunker.]]&lt;br /&gt;
[[File:coh2_Vickersk2.jpg|thumb|none|600px|A Royal Engineer with the Vickers.]]&lt;br /&gt;
&lt;br /&gt;
=Flamethrowers=&lt;br /&gt;
&lt;br /&gt;
==ROKS-3==&lt;br /&gt;
Soviet Combat Engineer squad and the Penal Battalion can be equipped with [[ROKS flamethrowers|ROKS-3 flamethrowers]].&lt;br /&gt;
[[Image:roks3.jpg|thumb|none|400px|ROKS-3 flamethrower]]&lt;br /&gt;
[[File:coh2_roks1.jpg|thumb|none|600px|A Combat Engineer with the flamethrower.]]&lt;br /&gt;
[[File:coh2_roks2.jpg|thumb|none|600px|The flamethrower on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==Flammenwerfer 35==&lt;br /&gt;
German ''Pionier'' squad can be equipped with a [[Flammenwerfer 35]].&lt;br /&gt;
[[Image:Flammenwerfer41-05.jpg|thumb|none|265px|Flammenwerfer 35 flamethrower]]&lt;br /&gt;
[[File:coh2_flamen.jpg|thumb|none|300px|The ''Flammenwerfer'' on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==M2 Flamethrower==&lt;br /&gt;
The US engineer squad can be equipped with [[M2 Flamethrower]]. Like in [[Company of Heroes]] the Flamethrower in-game has no front grip except it is abandoned. The Royal Engineer squad can also be equipped with this flamethrower instead of the [[ No. 2 Portable Flamethrower]].&lt;br /&gt;
[[Image:M2 Flamethrower.jpg||thumb|none|400px|400px|M2 Flamethrower]]&lt;br /&gt;
[[File:coh2_m2flame1.jpg|thumb|none|600px|US engineer with the M2.]]&lt;br /&gt;
[[File:coh2_m2flame2.jpg|thumb|none|600px|The M2 on the ground.]]&lt;br /&gt;
&lt;br /&gt;
==WASP==&lt;br /&gt;
The Bren carrier can be equipped with a WASP flamethrower system.&lt;br /&gt;
[[File:coh2_wasp.jpg|thumb|none|600px|The carrier with the system.]]&lt;br /&gt;
&lt;br /&gt;
=Hand Grenades=&lt;br /&gt;
&lt;br /&gt;
==RGD-33 Grenade==&lt;br /&gt;
Soviet Shocktroop can throw a [[RGD-33 stick grenade]].&lt;br /&gt;
[[File:Rgd-33russianfrag mp.jpg|thumb|none|300px|RGD-33 high-explosive fragmentation stick grenade.]]&lt;br /&gt;
[[File:coh2_rgd33.jpg|thumb|none|300px|The grenade on the ground.]]&lt;br /&gt;
 &lt;br /&gt;
==RPG-43 Anti Tank Grenade==&lt;br /&gt;
Soviet conscript squads can throw a [[RPG-43 Anti-tank Grenade]].&lt;br /&gt;
[[File:RPG-43ATGrenade.jpg|thumb|none|300px|Soviet RPG-43 anti-tank grenade]]&lt;br /&gt;
[[File:coh2_rpd.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Model 24 Stielhandgranate==&lt;br /&gt;
German soldiers can throw [[Model 24 Stielhandgranate]]s. A ''Geballte Ladung'' can alos used by ''Panzergrenadiers''.&lt;br /&gt;
[[File:M24handgrenade.JPG|thumb|none|300px|Model 24 Stielhandgranate &amp;quot;Potato Masher&amp;quot; High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[File:coh2_m24.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
[[File:coh2_m24ge.jpg|thumb|none|300px|The ''Geballte Ladung'' ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mk II Grenade==&lt;br /&gt;
American soldiers can throw [[Mk 2 hand grenade]]s&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 hand grenade|Mk 2 &amp;quot;Pineapple&amp;quot; High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:coh2_mk2.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Mills Bomb==&lt;br /&gt;
British soldiers can throw [[Mills Bomb]]s.&lt;br /&gt;
[[File:Mills Bomb SGM-1.jpg|thumb|none|200px|No. 36M Mk.I &amp;quot;Mills Bomb&amp;quot; High-Explosive Fragmentation hand grenade.]]&lt;br /&gt;
[[File:coh2_mills.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Gammon Grenade==&lt;br /&gt;
British soldiers can also throw [[Gammon Grenade]]s&lt;br /&gt;
[[File:Gammon.jpg|thumb|none|200px|Gammon Grenade..]]&lt;br /&gt;
[[File:coh2_gammon.jpg|thumb|none|300px|The grenade ingame.]]&lt;br /&gt;
&lt;br /&gt;
=Mines=&lt;br /&gt;
&lt;br /&gt;
==TM-35 mine==&lt;br /&gt;
The [[TM-35]] anti tank mine is seen in the game.&lt;br /&gt;
[[Image:tm-35mine.jpg|thumb|none|300px|TM-35 Anti-tank mine]]&lt;br /&gt;
[[File:coh2_tmine35.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Tellermine 42==&lt;br /&gt;
The [[Tellermine 42]] anti tank mine is in the game.&lt;br /&gt;
[[Image:Tellermine 42.jpg|thumb|none|300px|Tellermine 42 Anti-tank mine]]&lt;br /&gt;
[[File:coh2_tmine.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
==S-Mine==&lt;br /&gt;
The [[S-Mine]] in-game.&lt;br /&gt;
[[Image:Schrapnellmine 35 mine.jpg|thumb|none|300px|Schrapnellmine 35.]]&lt;br /&gt;
[[File:coh2_smine.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
==M5 Mine==&lt;br /&gt;
[[File:coh2_m5mine.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
==M6 Mine==&lt;br /&gt;
[[File:coh2_m6mine.jpg|thumb|none|300px|The mine ingame.]]&lt;br /&gt;
&lt;br /&gt;
=Anti-Tank=&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
Soviet soldiers can be equipped with [[PTRS-41]]s.&lt;br /&gt;
[[File:PTRS 41.jpg|thumb|none|450px|PTRS-41 anti-tank rifle 14.5x114mm]]&lt;br /&gt;
[[File:coh2_ptrs.jpg|thumb|none|600px|Soviet guard with the [[PTRS-41]].]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust==&lt;br /&gt;
German ''Grenadier'' squad can fire [[Panzerfaust]]s.&lt;br /&gt;
[[File:Panzerfaust.jpg|thumb|none|400px|Panzerfaust - 44mm with 149mm warhead]]&lt;br /&gt;
[[File:coh2_panzerf.jpg|thumb|none|300px|German soldier with the Panzerfaust.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerschreck==&lt;br /&gt;
German soldiers can be equipped with [[Panzerschreck]]s.&lt;br /&gt;
[[File:Tank h5.jpg|thumb|none|400px|RPzB 54 &amp;quot;Panzerschreck&amp;quot; rocket launcher - 88mm]]&lt;br /&gt;
[[File:coh2_panzers1.jpg|thumb|none|600px|German soldier with the Panzerschreck.]]&lt;br /&gt;
[[File:coh2_panzers2.jpg|thumb|none|600px|Panzergrenadiers holding the Panzerschreck.]]&lt;br /&gt;
&lt;br /&gt;
==M9 Bazooka==&lt;br /&gt;
US squads can be equipped with [[M9 Bazooka]]s.&lt;br /&gt;
[[Image:M9bazooka.jpg|thumb|none|400px|M9 Bazooka 2.36&amp;quot;]]&lt;br /&gt;
[[File:coh2_bazooka1.jpg|thumb|none|600px|American soldier with the Bazooka.]]&lt;br /&gt;
&lt;br /&gt;
==Boys Anti-Tank Rifle==&lt;br /&gt;
The British Armor Piercing Sniper use a [[Boys anti-tank rifle]].&lt;br /&gt;
[[Image:BoysRifle.55.jpg|thumb|none|400px|Boys Anti-Tank Rifle 3rd Variant - .55 Boys (13.9x99B).]]&lt;br /&gt;
[[File:coh2_boys1.jpg|thumb|none|600px|The Sniper holds the Boys AT Rifle.]]&lt;br /&gt;
[[File:coh2_boys2.jpg|thumb|none|600px|The same Sniper.]]&lt;br /&gt;
&lt;br /&gt;
==PIAT==&lt;br /&gt;
The [[PIAT]] is carried by British soldiers&lt;br /&gt;
[[File:PIATLauncher.jpg|thumb|none|400px|Projector, Infantry, Anti Tank (PIAT) - 3.25 in]]&lt;br /&gt;
[[File:coh2_piat1.jpg|thumb|none|600px|British soldier with the PIAT.]]&lt;br /&gt;
&lt;br /&gt;
==76mm divisional gun M1942 (ZiS-3)==&lt;br /&gt;
[[Image:ZiS3 nn.jpg|thumb|none|400px|M1942 divisional gun (ZiS-3) - 76mm]]&lt;br /&gt;
[[File:coh2_zis1.jpg|thumb|none|600px|The ZiS-3 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==7.5 cm Pak 40==&lt;br /&gt;
The [[7.5 cm Pak 40]] appears.&lt;br /&gt;
[[File:7,5 cm-Pak 40.jpg|thumb|400px|none|7.5 cm Pak 40 anti-tank gun - 75x714mm R]]&lt;br /&gt;
[[File:coh2_pak401.jpg|thumb|none|600px|The PAK 40 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==8.8 cm Pak 43/41==&lt;br /&gt;
[[Image:8.8 cm PaK 43 41.jpg|thumb|none|400px|8.8 cm Pak 43/41 anti-tank gun on split-trail mount - 88x822mm R]]&lt;br /&gt;
[[File:coh2_pak431.jpg|thumb|none|600px|The PAK 43 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Raketenwerfer 43 Anti-Tank Rocket Launcher==&lt;br /&gt;
[[Image:raketen43.jpg|thumb|none|400px|Raketenwerfer 43 Anti-Tank Rocket Launcher]]&lt;br /&gt;
[[File:coh2_pak43ra1.jpg|thumb|none|600px|The Raketenwerfer 43 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==M1 57mm Anti-Tank Gun==&lt;br /&gt;
[[Image:m1at.jpg|thumb|none|400px|M1 57mm Anti-Tank Gun]]&lt;br /&gt;
[[File:coh2_m1at1.jpg|thumb|none|600px|The M1 57mm Anti-Tank Gun ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 6-pounder==&lt;br /&gt;
[[Image:qf6at.jpg|thumb|none|400px|Ordnance QF 6-pounder]]&lt;br /&gt;
[[File:coh2_gf61.jpg|thumb|none|600px|The Ordnance QF 6-pounder ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 17-pounder==&lt;br /&gt;
[[Image:qf17at.jpg|thumb|none|400px|Ordnance QF 17-pounder]]&lt;br /&gt;
[[File:coh2_gf17.jpg|thumb|none|600px|The Ordnance QF 17-pounder ingame.]]&lt;br /&gt;
&lt;br /&gt;
=Anti-Aircraft=&lt;br /&gt;
&lt;br /&gt;
==2 cm Flak 38==&lt;br /&gt;
[[Image:Flak38single.jpg|thumb|none|400px|2 cm Flak 38 in single mounting - 20x138mm B]]&lt;br /&gt;
[[File:coh2_flak.jpg|thumb|none|600px|The 2 cm Flak 38 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Bofors 40mm==&lt;br /&gt;
[[Image:Bofors 40mm trailer.jpg|thumb|none|400px|Bofors 40mm L/60 AA gun in a wheeled trailer mounting - 40x311mmR]]&lt;br /&gt;
[[File:coh2_bofors.jpg|thumb|none|600px|The Bofors 40mm ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2 (Quad Mount)==&lt;br /&gt;
The [[Browning_M2#Browning_M2_Heavy_Barrel|Browning M2HB]] in a Quad Mount can be seen on a M3 Halftrack.&lt;br /&gt;
[[File:M51_Quad.jpg|thumb|none|400px|Browning M2HB's in M51 Quad Mounted System - .50 BMG]]&lt;br /&gt;
[[File:coh2_bro4x.jpg|thumb|none|600px|The Browning M2 (Quad Mount) ingame.]]&lt;br /&gt;
&lt;br /&gt;
=Artillery=&lt;br /&gt;
&lt;br /&gt;
==120 mm mortar M1938==&lt;br /&gt;
[[File:120mm regimental mortar M1938.jpg|thumb|none|400px|Soviet 120-mm regimental mortar M1938 on wheeled carriage.]]&lt;br /&gt;
[[file:coh2_m38.jpg|thumb|none|600px|The [[120 mm M1938 Mortar]] ingame.]]&lt;br /&gt;
&lt;br /&gt;
==82-BM-41 Mortar==&lt;br /&gt;
[[Image:82mm BM-37 Mortar.jpg|thumb|none|400px|Soviet 82mm BM-37 Mortar. BM-41 has generally same outlook except for the removable wheel base and the arched construction base plate.]]&lt;br /&gt;
[[file:coh2_bm41.jpg|thumb|none|600px|The [[BM-37|82-BM-41]] Mortar ingame.]]&lt;br /&gt;
&lt;br /&gt;
==8-cm Granatwerfer 34==&lt;br /&gt;
[[Image:8cm-granatwerfer-34.jpg|thumb|none|300px|8-cm Granatwerfer 34 (GrW 34)]]&lt;br /&gt;
[[file:coh2_gr34.jpg|thumb|none|600px|The Granatwerfer 34 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Mortar==&lt;br /&gt;
[[Image:M1m81 1.jpg|thumb|none|300px|M1 Mortar - 81mm]]&lt;br /&gt;
[[file:coh2_m1mor.jpg|thumb|none|600px|The M1 Mortar ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance ML 3 inch Mortar==&lt;br /&gt;
[[File:3inch.jpg|thumb|none|300px|Ordnance ML 3 inch Mortar Mk II - 3.20 in]]&lt;br /&gt;
[[file:coh2_ml3.jpg|thumb|none|600px|The Ordnance ML 3 inch Mortar ingame.]]&lt;br /&gt;
&lt;br /&gt;
==B-4 M1931 howitzer==&lt;br /&gt;
[[Image:B-4small.jpg|thumb|none|450px|Soviet B-4 M1931 howitzer - 203mm]]&lt;br /&gt;
[[file:coh2_m1931.jpg|thumb|none|600px|The B-4 M1931 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==7.5cm le.IG 18 Infantry Support Gun==&lt;br /&gt;
[[File:le.IG 18.JPG|thumb|350px|none|7.5cm le.IG 18 Infantry Support Gun]]&lt;br /&gt;
[[File:coh2_le.IG 18.jpg|thumb|none|600px|The le.IG 18 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==10.5-cm-leichte Feldhaubitze 18==&lt;br /&gt;
[[Image:LeFH1840.jpg|thumb|none|400px|Leichte Feldhaubitze 18/40 field gun displayed in Hämeenlinna Artillery Museum - 105mm]]&lt;br /&gt;
[[File:coh2_lfh18.jpg|thumb|none|600px|The leichte Feldhaubitze 18 ingame.]]&lt;br /&gt;
&lt;br /&gt;
==Ordnance QF 25-pounder==&lt;br /&gt;
British soldiers use Ordnance QF 25-pounder Howitzes.&lt;br /&gt;
[[File:25 Pounder Gun.JPG|thumb|350px|none|Royal Ordnance QF 25 pounder gun - 87.6mm]]&lt;br /&gt;
[[File:coh2_qf.jpg|thumb|none|600px|The Ordnance QF 25-pounder ingame.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Real-Time strategy]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1300139</id>
		<title>Insurgency: Sandstorm</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Insurgency:_Sandstorm&amp;diff=1300139"/>
		<updated>2019-10-10T05:51:08Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* Glock 17 */ Is it not a tad silly to remind users of the necessary approaches to meet legal standards, the in-game gun is as depicted and it seems unnecessary to comment why it's not an original Glock.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wip}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Insurgency: Sandstorm&lt;br /&gt;
|picture=Insurgency_sandstorm.jpg&lt;br /&gt;
|date= December 12, 2018&lt;br /&gt;
|developer=New World Interactive &lt;br /&gt;
|publisher=New World Interactive&lt;br /&gt;
|platforms=PC &amp;amp; Consoles&lt;br /&gt;
|genre=First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Insurgency: Sandstorm''''' is the sequel to the standalone ''[[Insurgency]]'' game developed on the Source engine. The sequel is being developed on the UE4 Engine, delivering high quality graphic, smooth movements, larger maps, usable vehicles, new reload mechanics and much more features to come.&lt;br /&gt;
&lt;br /&gt;
As with its predecessor, the game retains various competitive multiplayer modes along with a Player vs AI co-op mode, playable on each side. Of note is that currently, the Security side has access to almost all the Insurgent-exclusive weapons and attachments in Co-op Mode, while the Insurgent side is only able to use certain Security-exclusive weapons and attachments.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Insurgency: Sandstorm''. '''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Beretta M9== &lt;br /&gt;
A staple sidearm of the series, the [[Beretta M9]] is oddly available to the Insurgent faction rather than the Security (although it is not inaccurate for the Insurgent faction to have plenty of stolen or secondhand older US military hardware). It costs 2 supply points.&lt;br /&gt;
[[Image:M9-pistolet.jpg|thumb|none|350px|Beretta M9 - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_M9_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M9. Note the NWI logo on the grip in place of the Beretta logo.]]&lt;br /&gt;
[[File:SandstormM9.jpeg|thumb|none|600px|The M9, idle.]]&lt;br /&gt;
[[File:SandstormM9sights.jpeg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:SandstormM9reload1.jpeg|thumb|none|600px|Inserting a fresh magazine.]]&lt;br /&gt;
[[File:SandstormM9empty.jpeg|thumb|none|600px|Preparing to hit the slide release.]]&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
Making its way from ''[[Day of Infamy]]'', the [[Browning Hi-Power]] is another Insurgents' sidearm. It costs 1 supply point.&lt;br /&gt;
[[Image:BrowningHiPowerStd.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_HP_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Hi-Power. Note the ring hammer.]]&lt;br /&gt;
[[File:SandstormHP.jpeg|thumb|none|600px|The Hi-Power idles at the range.]]&lt;br /&gt;
[[File:SandstormHPsights.jpeg|thumb|none|600px|Sighting up.]]&lt;br /&gt;
[[File:SandstormHPreload1.jpeg|thumb|none|600px|Loading up with a fresh 13 round magazine.]]&lt;br /&gt;
[[File:SandstormHPempty.jpeg|thumb|none|600px|The operator feeds his Hi-Power a new magazine from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1==&lt;br /&gt;
The classic .45 [[M1911A1]] returns as the Insurgents' equivalent to the Security's more modern M1911-based pistols. It has long 1911 trigger with diamond grips and blued finish. It costs 2 supply points and is currently the hardest-hitting Insurgents' pistol.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm_M1911_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M1911A1. Note the military markings are correctly depicted on both the slide &amp;amp; frame.]]&lt;br /&gt;
[[File:Sandstorm1911 1.jpeg|thumb|none|600px|Holding another member of the John Moses Browning family at rest.]]&lt;br /&gt;
[[File:Sandstorm1911sights.jpeg|thumb|none|600px|The teeny tiny GI standard M1911 sights.]]&lt;br /&gt;
[[File:Sandstorm1911reload.jpeg|thumb|none|600px|Loading a new magazine. Note the 3D modeled .45 round at the top of the magazine.]]&lt;br /&gt;
[[File:Sandstorm1911empty.jpeg|thumb|none|600px|Preparing to hit the slide release on an empty M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M45A1==&lt;br /&gt;
The [[Colt XSE|Colt M45A1]] replaces the [[M45]] from the 2014 title, though the M45 MEU(SOC) can be seen in early development footage of ''Sandstorm''. As with the M1911A1, it costs 2 supply points and acts as Security's .45 pistol.&lt;br /&gt;
[[Image:M45A1.jpg|thumb|none|350px|Colt M45A1 Close Quarter Battle Pistol (CQBP) - .45 ACP]]&lt;br /&gt;
[[File:Sandstorm_M45_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M45A1.]]&lt;br /&gt;
[[File:SandstormM45 1.jpeg|thumb|none|600px|Holding the M1911's younger brother at the range.]]&lt;br /&gt;
[[File:SandstormM45sights.jpeg|thumb|none|600px|In comparison to pop pop above, here's the M45's far larger sights.]]&lt;br /&gt;
[[File:SandstormM45reload1.jpeg|thumb|none|600px|Loading up a fresh 7-rounder.]]&lt;br /&gt;
[[File:SandstormM45empty.jpeg|thumb|none|600px|The M45A1 about to be locked and loaded.]]&lt;br /&gt;
&lt;br /&gt;
==Glock 17==&lt;br /&gt;
A tan-framed [[Glock 17]] is one of the Security pistols in-game. In the Alpha, the Glock was designated &amp;quot;G17&amp;quot;. In the Beta, the weapon was re-indexed as the &amp;quot;M005&amp;quot; likely to avoid legal issues, the name itself likely derived from the USMC M007 designation of the [[Glock 19|Glock 19M]]. It appears that it was still not enough to appease the Glock legal team however, and the Glock was removed from the launch version, reworked, and later patched in as the &amp;quot;PF940&amp;quot;; named after a Glock part kit created by a company named Polymer80, the pistol in-game is built off of said parts kit (specifically the V2 model), its the addition of an aftermarket slide with diagonal cocking serrations. It is currently the most expensive Security's pistol costing 3 supply points.&lt;br /&gt;
[[File:Glock-17Gen4.jpg|350px|thumb|none|Glock 17 Gen 4 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:PF940V2 FDE.jpg|thumb|none|350px|A Polymer80 PF940V2 frame kit, for reference.]]&lt;br /&gt;
[[File:Sandstorm_MP5_Glock_17_Promo.jpg|thumb|none|600px|An officially released render of the Glock 17 in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm_Glock_17_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Glock 17.]]&lt;br /&gt;
[[File:SandstormG17.jpeg|thumb|none|600px|The operator takes his Glock 17 out to the range to celebrate their reunion after the First Major Content Update.]]&lt;br /&gt;
[[File:SandstormG17sights.jpeg|thumb|none|600px|A Glock made out of aftermarket parts, the sights are a simple 3 dot style.]]&lt;br /&gt;
[[File:SandstormG17reload1.jpeg|thumb|none|600px|''Loading!'']]&lt;br /&gt;
[[File:SandstormG17empty.jpeg|thumb|none|600px|The operator turns his Glock over to give its slide a quick pull back.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
The [[Makarov PM]] is another pistol available to the Insurgents forces. It is the weakest Insurgents' pistol, but also costs 0 supply point.&lt;br /&gt;
[[Image:MakarovPM.jpg|350px|thumb|none|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:Sandstorm_Makarov.jpg|thumb|none|600px|The weapon loadout menu image of the Makarov. Note the threaded barrel.]]&lt;br /&gt;
[[File:MakarovSandstorm1.jpeg|thumb|none|600px|An idle Makarov waits patiently.]]&lt;br /&gt;
[[File:SandstormPMsights.jpeg|thumb|none|600px|The Makarov's sights, small but expected for a 1950's era design.]]&lt;br /&gt;
[[File:SandstormPMreload1.jpeg|thumb|none|600px|Inserting a 9x18mm magazine. The window on the side of the magazine will correctly depict the remaining cartridges when reloaded.]]&lt;br /&gt;
[[File:SandstormPMempty.jpeg|thumb|none|600px|An empty Makarov recieves a fresh magazine.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226R==&lt;br /&gt;
Also usable by the Security forces is the [[SIG-Sauer P226R]]. It appears under its UK Army designation of L106A1. It costs 2 supply points.&lt;br /&gt;
[[Image:P226R.jpg|350px|thumb|none|SIG-Sauer P226R - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_L106A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the P226R. Note the threaded barrel.]]&lt;br /&gt;
[[File:SandstormSIG1.jpeg|thumb|none|600px|The operator with his P226R.]]&lt;br /&gt;
[[File:SandstormSIGsights.jpeg|thumb|none|600px|The 226's iron sights, a 2 dot sight on the rear and a post in front.]]&lt;br /&gt;
[[File:SandstormSIGreload1.jpeg|thumb|none|600px|After some blasting, the operator presses in a new magazine.]]&lt;br /&gt;
[[File:SandstormSIGempty.jpeg|thumb|none|600px|The operator's thumb clips through the slide as he chambers a fresh round. If the player performs a fast empty reload, the player character will rack the slide with their palm. This also happens on the Glock.]]&lt;br /&gt;
&lt;br /&gt;
==Tariq==&lt;br /&gt;
The Tariq, an Iraqi clone of the [[Beretta M1951]], is another usable sidearm in the game, exclusive to the Security forces. It is the only Security's pistol to cost 1 supply point.&lt;br /&gt;
[[Image:Tariq.jpg|350px|thumb|none|Tariq (Iraqi copy of the Beretta M1951) - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_Tariq_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Tariq. Note the &amp;quot;TARIQ 9 m/m IRAQ - Licensed by BERETTA&amp;quot; markings on the slide.]]&lt;br /&gt;
[[File:SandstormTariq1.jpeg|thumb|none|600px|On the range with the M9's single-stack Iraqi older cousin.]]&lt;br /&gt;
[[File:SandstormTariqsights.jpeg|thumb|none|600px|Not to be outdone by the Makarov, the Tariq's sights are pretty tiny as well.]]&lt;br /&gt;
[[File:SandstormTariqReload1.jpeg|thumb|none|600px|Feeding the Tariq an 8 round magazine.]]&lt;br /&gt;
[[File:SandstormTariqempty.jpeg|thumb|none|600px|Giving the slide release a good push.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A2==&lt;br /&gt;
The First Major Content Update added in two variants of the [[MP5]] submachine gun. The Insurgents received the older [[MP5A2]] variant for the Breacher class, which features the early &amp;quot;slimline&amp;quot; handguard and &amp;quot;waffle&amp;quot; magazine. It costs 3 supply points.&lt;br /&gt;
[[Image:HK MP-5 A3.jpg‎|400px|thumb|none|Heckler &amp;amp; Koch MP5A2 with original &amp;quot;slimline&amp;quot; handguard and straight &amp;quot;waffle&amp;quot;-style magazine - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_MP5_Glock_17_Promo.jpg|thumb|none|600px|An officially released render of the MP5 in-game models, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm_MP5A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5A2.]]&lt;br /&gt;
[[File:SandstormMP5A21.jpeg|thumb|none|600px|The operator holds his vintage MP5 at the ready.]]&lt;br /&gt;
[[File:SandstormMP5A2Sights.jpeg|thumb|none|600px|Aiming down the classic diopter sights.]]&lt;br /&gt;
[[File:SandstormMP5A2reload1.jpeg|thumb|none|600px|Swapping out a &amp;quot;waffle&amp;quot; style magazine. Also note the early &amp;quot;slimline&amp;quot; handguard.]]&lt;br /&gt;
[[File:SandstormMP5A2empty.jpeg|thumb|none|600px|After locking back the charging handle, the operator prepares to perform a good ol' fashioned HK Slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5A5==&lt;br /&gt;
The First Major Content Update provided Security's Breacher class with the [[MP5A5]], costing 3 supply points.&lt;br /&gt;
[[File:H&amp;amp;KMP5A5.jpg|400px|thumb|none|Heckler &amp;amp; Koch MP5A5 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5A5_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5A5.]]&lt;br /&gt;
[[File:SandstormMP5A51.jpeg|thumb|none|600px|The operator holds his (comparatively) shiny and new MP5A5.]]&lt;br /&gt;
[[File:SandstormMP5A5Sights.jpeg|thumb|none|600px|Aiming down the sights, which are pretty much identical to the MP5A2's.]]&lt;br /&gt;
[[File:SandstormMP5A5reload1.jpeg|thumb|none|600px|Grabbing a new magazine also gives us a good look at the safe-semi-burst-auto fire selector.]]&lt;br /&gt;
[[File:SandstormMP5A5empty.jpeg|thumb|none|600px|The operator in the midst of performing an HK Slap. Some things never go out of style.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD6==&lt;br /&gt;
When fitted with a suppressor, the Security's [[MP5A5]] turns into an [[MP5SD6]].&lt;br /&gt;
[[File:H&amp;amp;KMP5SD6.jpg|thumb|none|400px|Heckler &amp;amp; Koch MP5SD6 - 9x19mm Parabellum]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP5SD6.]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_1.jpg|thumb|none|600px|The MP5SD6 held idle.]]&lt;br /&gt;
[[File:Sandstorm_MP5SD6_2.jpg|thumb|none|600px|Reloading the MP5SD6.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
A popular community weapon from the previous game, the [[Heckler &amp;amp; Koch MP7]] makes an official appearance in ''Sandstorm''. It is usable by the Security's Breacher class and uses its flush 20-round magazine, with the 40-round extended magazine being available for extra supply points. The base gun costs 4 supply points.&lt;br /&gt;
[[File:H&amp;amp;K MP71A1.jpg|400px|thumb|none|Heckler &amp;amp; Koch MP7A1 - 4.6x30mm]]&lt;br /&gt;
[[File:Sandstorm_MP7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the MP7A1.]]&lt;br /&gt;
[[File:SandstormMP7.jpeg|thumb|none|600px|A stock MP7 patiently waiting to operate.]]&lt;br /&gt;
[[File:SandstormMP7sights.jpeg|thumb|none|600px|The operator checks his sight alignment. These are the folded-down &amp;quot;pistol&amp;quot; sights; one of the weapon's customization options is to flip these up into the aperture/post &amp;quot;rifle&amp;quot; setup.]]&lt;br /&gt;
[[File:SandstormMP7reload1.jpeg|thumb|none|600px|Reloading gives us a good view of the gun. Note excellent trigger discipline and fire selector set to full auto. On any gun with different fire modes, the fire selector will visibly move when fire mode is changed. Also note that the empty reload and partial reload are identical, except for the character pushing the (not visible) bolt release during an empty reload. If the player performs a fast empty reload, the operator will flip the gun over and check the chamber while pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Uzi==&lt;br /&gt;
The [[IMI Uzi]] also makes its official appearance in the game (although in the last game, there is a Steam Workshop mod that replaced the [[MP40]] with the Uzi). A lower-profile, optics friendly charging handle very similar in appearance to the one used on the Uzi in ''[[Battlefield Hardline]]'' replaces the default Uzi cocking knob. The Uzi is one of the few open-bolt weapons in the game and costs 2 supply points, and is usable only by the Insurgents' Breacher class. By default, the Uzi uses a 25-round magazine, with a longer 32-round magazine and a 50-round drum available via extra supply points.&lt;br /&gt;
[[Image:Uzi.jpg|400px|thumb|none|IMI Uzi - 9x19mm]]&lt;br /&gt;
[[File:Sandstorm_Uzi_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Uzi. Note the underloaded capacity of the Uzi in 25 rounds on the in-game stats, despite using 32-round magazine.]]&lt;br /&gt;
[[File:SandstormUzi1.jpeg|thumb|none|600px|The operator on the range with a standard Uzi. Note custom charging handle.]]&lt;br /&gt;
[[File:SandstormUzisights.jpeg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:SandstormUzireload1.jpeg|thumb|none|600px|Reloading gives the operator an opportunity to show off the fully extended stock, the fire selectors, and the markings that reads: &amp;quot;UZI semi-auto MODEL B 9mm PARA-ISRAEL&amp;quot;, indicating the Uzi was converted to full-auto.]]&lt;br /&gt;
[[File:SandstormUziEmpty.jpeg|thumb|none|600px|Pulling the custom charging handle during an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
=Assault Rifles=&lt;br /&gt;
==AK-74N==&lt;br /&gt;
The [[AK-74|AK-74N]] returns from the previous game as the AK-74, although the Warsaw Pact rail makes it an AK-74N. The rifle costs 4 supply points and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. The AK-74 can be wielded with the [[GP-25]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:AK-74 NTW 12 92.jpg|thumb|none|500px|AK-74 - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_AK-74_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AK-74]]&lt;br /&gt;
[[File:SandstormAK741.jpeg|thumb|none|600px|The AK-74N at the range.]]&lt;br /&gt;
[[File:SandstormAK74sights.jpeg|thumb|none|600px|Aiming down the venerable AK sights.]]&lt;br /&gt;
[[File:SandstormAK74reload1.jpeg|thumb|none|600px|Loading a Bakelite magazine and showing off the distinctive AK-74 muzzle brake.]]&lt;br /&gt;
[[File:SandstormAK74empty.jpeg|thumb|none|600px|Finishing an empty reload with a pull of the charging handle. All rifles in the AK family share a very similar reload animation.]]&lt;br /&gt;
&lt;br /&gt;
==AKMN==&lt;br /&gt;
The [[AKM|AKMN]] with a standard fixed stock replaces the folding stock [[AKMS]] from the previous game. Like the rest of the AK's, it's modeled with a Warsaw Pact rail, albeit a newer version lifted from the AK-74N model. The rifle is one of the cheapest Insurgents' weapons available, costing 3 supply points. It is usable by the Rifleman, Demolitions, Commander, and Observer classes. The AKM can be wielded with the [[GP-25]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:AKMRifle.jpg|500px|thumb|none|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:Sandstorm_AKM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM.]]&lt;br /&gt;
[[File:SandstormAKM1.jpeg|thumb|none|600px|On the range with a modern warfare essential. Note the rail on the side of the receiver.]]&lt;br /&gt;
[[File:SandstormAKMsights.jpeg|thumb|none|600px|Aiming down your standard AK sights.]]&lt;br /&gt;
[[File:SandstormAKMreload1.jpeg|thumb|none|600px|Loading a fresh magazine and showing off the simple slanted muzzle brake.]]&lt;br /&gt;
[[File:SandstormAKMreloadempty.jpeg|thumb|none|600px|Preparing to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==AKS-74UN==&lt;br /&gt;
The [[AKS-74U]] returns as the AKS-74U, and like the other AKs, it has the Warsaw Pact rail making it an AKS-74UN. The rifle is available for the Insurgents' Advisor and Breacher classes, and costs 4 supply points.&lt;br /&gt;
[[Image:AKSU-Krinkov.jpg|500px|thumb|none|Izhmash AKS-74U - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_AKS-74U_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKS-74U.]]&lt;br /&gt;
[[File:SandstormAK74u1.jpeg|thumb|none|600px|A standard AKS-74UN at the range.]]&lt;br /&gt;
[[File:SandstormAKS74Usights.jpeg|thumb|none|600px|Sights, small U-notch and an AK front post.]]&lt;br /&gt;
[[File:SandstormAKS74ureload1.jpeg|thumb|none|600px|Rocking in a new magazine and showing off the distinctive Krinkov profile.]]&lt;br /&gt;
[[File:SandstormAKS74uempty.jpeg|thumb|none|600px|The operator prepares to give the charging handle a pull.]]&lt;br /&gt;
&lt;br /&gt;
==Alpha AK==&lt;br /&gt;
The Alpha AK, a customized [[AK-47|AK]] used by the Russian Spetsnaz Alpha Group and featuring a Zenit RIS handguard, a railed dust cover, and a Tromix extended charging handle, is a new Insurgents' weapon in ''Sandstorm'' available to the Advisor class which costs 4 supply points.&lt;br /&gt;
[[File:Alpha AK 5.45mm.jpg|thumb|none|500px|Alpha AK - 5.45x39mm]]&lt;br /&gt;
[[File:Sandstorm_Alpha_AK_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Alpha AK. Note the in-game stats stated the gun chambered in 7.62x39mm, despite clearly using a 5.45x39mm magazine.]]&lt;br /&gt;
[[File:SandstormAlphaAK1.jpeg|thumb|none|600px|A tacticool AK on the range.]]&lt;br /&gt;
[[File:SandstormAlphaAKsights.jpeg|thumb|none|600px|The traditional AK sights have been replaced by some more modern flip-up sights. You certainly won't be short of rail space.]]&lt;br /&gt;
[[File:SandstormAlphaAKreload1.jpeg|thumb|none|600px|Rocking in a new magazine. Fast reloads for all AK family weapons have the player character knocking out the old magazine with the new. Interestingly, the receiver has &amp;quot;PATENTED U.S.A. MADE&amp;quot; and &amp;quot;Model AK-104-A CAL 7.62x39&amp;quot; markings, indicating the gun is licensed American copy of the AK-104.]]&lt;br /&gt;
[[File:SandstormAlphaAkempty.jpeg|thumb|none|600px|Pulling back the custom charging handle. On fast empty reloads, the player character will rack the charging handle with their left hand from under. This happens on all AK family weapons.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2]] is available to the Advisor class of the Security faction. By default, it has its original green plastic handguard; the Daniel Defense railed forend is used when mounting a laser or light module or adding a vertical grip. Like the Uzi in the previous game, it was a favorite workshop mod among the community. The SUSAT scope can also be equipped on the L85 as a unique attachment. It costs 4 supply points.&lt;br /&gt;
[[Image:L85A2Iron.jpg|thumb|none|450px|L85A2 - 5.56x45mm]]&lt;br /&gt;
[[Image:Sa80-l85a2.jpg|thumb|none|450px|L85A2 with SUSAT scope - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:L85A2 upgraded.jpg|thumb|none|450px|L85A2 with magazine removed, Daniel Defense railed foregrip, ACOG scope, Grippod vertical foregrip, and SureFire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the L85A2.]]&lt;br /&gt;
[[File:Sandstorm_L85A2.jpg|thumb|none|600px|Playing around on the range with the Anglo bullpup in question.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Sights.jpg|thumb|none|600px|The iron sights, very adequate for a modern assault rifle.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Rails_Scope.jpg|thumb|none|600px|Wandering the poppy field with a L85A2 fitted with the Daniel Defense rail, Grippod and a SUSAT scope, with a tiny '86' mark on the top of it.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_Scope_Reticle.jpg|thumb|none|600px|Aiming the SUSAT scope, a singular post for any range.]]&lt;br /&gt;
[[File:Sandstorm_L85A2_1.jpg|thumb|none|600px|The reload begins first by dropping the mag...]]&lt;br /&gt;
[[File:Sandstorm_L85A2_2.jpg|thumb|none|600px|Inserting a fresh one, hitting the bolt release...]]&lt;br /&gt;
[[File:Sandstorm_L85A2_3.jpg|thumb|none|600px|...before doing the karate chop to make sure the bolt's fully home.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36K==&lt;br /&gt;
Another popular weapon mod from the previous game, the [[Heckler &amp;amp; Koch G36K]] is one of the primary weapons available to the Security forces. The ZF optical sight can be equipped on the G36K as the &amp;quot;ISM scope&amp;quot;. It costs 4 supply points and is available to the Security's Rifleman, Demolitions, Commander, and Observer classes. Notably, the G36K is prominently used during the tutorial map. The G36K can be wielded with the [[AG36]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:HKG36KR.jpg‎|thumb|none|500px|H&amp;amp;K G36KV - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_G36K_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the G36K.]]&lt;br /&gt;
[[File:Sandstorm_G36K.jpg|thumb|none|600px|The G36K in all its trunion melting glory.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Sights.jpg|thumb|none|600px|The iron sights, fairly big and wide which is nice for CQC.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Scope.jpg|thumb|none|600px|And if that isn't enough, it even comes with a special ZF export scope.]]&lt;br /&gt;
[[File:Sandstorm_G36K_Scope_Reticle.jpg|thumb|none|600px|Aiming the ZF optical sight, showing the fairly basic crosshair sight and accurate range finder.]]&lt;br /&gt;
[[File:Sandstorm_G36K_1.jpg|thumb|none|600px|The reload starts with a simple grab of the mag...]]&lt;br /&gt;
[[File:Sandstorm_G36K_2.jpg|thumb|none|600px|...followed by a fresh mag and a tug of the charging handle. The speed reload is similar.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-D2==&lt;br /&gt;
The [[HS Produkt VHS|HS Produkt VHS-D2]] appears on the Update 1.3 as the '''VHS-2''' for the Security faction, available to the Commander, Observer, Rifleman and Demolitions classes. It costs 5 supply points. The VHS-2 can be wielded with the [[HS Produkt VHS-BG]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[File:VHS-2.jpg|thumb|none|500px|HS Produkt VHS-D2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the VHS-2.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2.jpg|thumb|none|600px|The VHS-2, out of its humble Balkan element.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_Sights.jpg|thumb|none|600px|Aiming the sights, uncannily similar to the G36, which makes sense as the VHS-2 was made to replace the G36 for the Croatian Military.]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_1.jpg|thumb|none|600px|Yanking the old mag out...]]&lt;br /&gt;
[[Image:Sandstorm_VHS-2_2.jpg|thumb|none|600px|...before seating the new one and hitting the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==IMI Galil SAR==&lt;br /&gt;
The update 1.4 added [[Galil SAR|IMI Galil SAR]] from the previous game with mounted bipod on default as the makeshift machine gun for the Security's Gunner class. It costs 3 supply points.&lt;br /&gt;
[[Image:Galil-SAR.jpg|thumb|none|450px|IMI Galil SAR - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Galil_Promo.jpg|thumb|none|600px|An officially released render of the Galils in-game models, courtesy of the Sandstorm Steam Update 1.4 page. Note the modified AK-style drum magazines on the mounted Galils and TacPoint on the mounted red dot sights on Galil SAR which is an obvious spoof of Aimpoint.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil SAR. Note the mounted bipod and the polymer handguard.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR.jpg|thumb|none|600px|The Galil SAR looking at some wooden targets.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_Sights.jpg|thumb|none|600px|Aiming the sights towards the questioned targets.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_1.jpg|thumb|none|600px|Inserting the new magazine while ignoring the oddly mounted bipod with a clear view of the markings and the serial numbers on the receiver and the rear sights. The fast reload is similar as AK family weapons have the player character knocking out the old magazine with the new.]]&lt;br /&gt;
[[File:Sandstorm_Galil_SAR_2.jpg|thumb|none|600px|Pulling the charging handle. On the fast empty reload, the player character will rack the charging handle with their left hand from under like on all AK family weapons.]]&lt;br /&gt;
&lt;br /&gt;
==M16A2==&lt;br /&gt;
The [[M16A2]] is a selectable assault rifle, serving as the Insurgents' counterpart to the [[M16A4]]; the rifles are nearly identical, save for the M16A2's inability to mount as many types of optics while being able to use its unique scope, dubbed &amp;quot;A2 Scope&amp;quot;. It costs 3 supply points, and is usable by the Insurgents' Rifleman, Demolitions, Commander, and Observer classes. The M16A2 can be wielded with the [[M203 Grenade Launcher]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:M16A2.jpg|thumb|none|500px|Colt M16A2 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A2.]]&lt;br /&gt;
[[File:Sandstorm_M16A2.jpg|thumb|none|600px|The operator with his retro M16, Sandstorm does actually model the [[AR|Armalite]]-pattern rifles' selector switches, and they do move when you switch between semi-auto and either full-auto or burst, which is a nice touch.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Sights.jpg|thumb|none|600px|Aiming down the 80's vintage iron sights.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Scope.jpg|thumb|none|600px|If that wasn't vintage enough, one of the scope options for the M16A2 is the original Colt 3x20 scope.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_Scope_Reticle.jpg|thumb|none|600px|Aiming the A2 scope reveals a fairly small duplex crosshair.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_1.jpg|thumb|none|600px|The operator prepares to insert a new mag. Note the NWI logo on the lower receiver in place of the Colt logo, this also applies to all AR family rifles.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_2.jpg|thumb|none|600px|Then proceeds to press the bolt release. The fast reload is pretty much the same, but with more high speed and less drag.]]&lt;br /&gt;
&lt;br /&gt;
==M16A4==&lt;br /&gt;
The [[M16A4]] returns from the previous game and is the cheapest rifle available to the Security forces, costing 3 supply points. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes. The M16A4 can be wielded with the [[M203 Grenade Launcher]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:M16A4withANPEQ&amp;amp;ACOG.jpg‎|thumb|none|500px|Colt M16A4 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M16A4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A4.]]&lt;br /&gt;
[[File:SandstormM16A4-1.jpeg|thumb|none|600px|The operator with a more contemporary M16.]]&lt;br /&gt;
[[File:SandstormM16A4sights.jpeg|thumb|none|600px|Aiming down a sight picture that has not changed much in the last 50-odd years.]]&lt;br /&gt;
[[File:SandstormM16A4reload.jpeg|thumb|none|600px|Feeding the M16A4 a fresh STANAG magazine, with the fire selector set to burst.]]&lt;br /&gt;
[[File:SandstormM16A4empty.jpeg|thumb|none|600px|And with any good AR-15-type weapon, an empty reload is finished by giving the bolt release a good push.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1==&lt;br /&gt;
The [[M4A1]] makes its return in the sequel. It is one of the most expensive primary weapons available to the Security forces, costing 5 supply points. It is usable by the Security Rifleman, Demolitions, Commander, and Observer classes. The M4A1 can be wielded with the [[M203 Grenade Launcher]]. Depending on their class, the user can choose smoke shells or HE shells.&lt;br /&gt;
[[Image:ColtM4A1.jpg‎|thumb|none|500px|Colt M4A1 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M4A1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M4A1.]]&lt;br /&gt;
[[File:SandstormM4.jpeg|thumb|none|600px|A standard M4A1 just begging to be mag dumped.]]&lt;br /&gt;
[[File:SandstormM-4sights.jpeg|thumb|none|600px|Aiming down the stock AR-15 style sights.]]&lt;br /&gt;
[[File:SandstormM-4reload.jpeg|thumb|none|600px|Inserting a STANAG magazine.]]&lt;br /&gt;
[[File:SandstormM-4empty.jpeg|thumb|none|600px|The operator presses the bolt release upon finishing an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 18 Mod 1==&lt;br /&gt;
The [[Mk 18 Mod 1]] replaces the Mk 18 Mod 0 from the original game, appearing as the '''Mk. 18 CQBR'''. As with the M4A1, it is somewhat higher-cost than basic rifles for the Security forces, though costs 4 supply points. It can only be used by the Security's Breacher and Advisor classes.&lt;br /&gt;
[[Image:MK18MOD1.jpg|500px|thumb|none|Mk 18 Mod 1 - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_MK18_Mod_1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mk 18 Mod 1.]]&lt;br /&gt;
[[File:SandstormMK18.jpeg|thumb|none|600px|The operator with the M4's shorter cousin.]]&lt;br /&gt;
[[File:SandstormMK18sights.jpeg|thumb|none|600px|Aiming down the aftermarket rear aperture sight.]]&lt;br /&gt;
[[File:SandstormMK18reload.jpeg|thumb|none|600px|Inserting a Magpul PMAG into the Mk 18.]]&lt;br /&gt;
[[File:SandstormMK18empty.jpeg|thumb|none|600px|The operator presses the bolt release on an empty reload while observing the bolt going into battery.]]&lt;br /&gt;
&lt;br /&gt;
== Norinco QBZ-03==&lt;br /&gt;
An interesting choice alongside Security's VHS-2, the Insurgents get access to the [[Norinco QBZ-03]], specifically the 5.56 export version. The gun has its proprietary scope rail removed (for a clean and smooth top), while its rear sight is located at the rear end of the gun like the original domestic version (the normal foreign export version has the rear sight placed in front of the scope rail, above the magazine well). It costs 5 supply points, making it currently the most expensive assault rifle for Insurgents. On the Update 1.4, it has its own unique scope dubbed &amp;quot;Type 03 Scope&amp;quot;.&lt;br /&gt;
[[File:QBZ-03 556.jpg|thumb|none|500px|Norinco QBZ-03 with scope - 5.56x45mm]]&lt;br /&gt;
[[File:Sandstorm_QBZ-03_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page. Note the scratched serial numbers. The quad-rail handguard used on the top gun is a [https://www.thefirearmblog.com/blog/2015/05/13/chinese-small-arms-7th-beijing-police-equipment-expo/ real piece of furniture], used in-game when the underbarrel/siderail attachments are mounted. Also note how a strip of Picatinny rail is added to the top gun's top to mount its rail-mounted optic, while the bottom gun with its unique QBZ-03 scope doesn't have the extra rails.]]&lt;br /&gt;
[[File:Sandstorm_QBZ-03_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the QBZ-03.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03.jpg|thumb|none|600px|A rare sight in most games, the QBZ-03 export model basking at the top of the villa.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Sights.jpg|thumb|none|600px|Aiming with the sights, a tad small but still useful.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Scope.jpg|thumb|none|600px|Even rarer to see, the QBZ even comes with its own scope.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_Scope_Reticle.jpg|thumb|none|600px|Aiming down the scope reveals a fairly unique reticle.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_1.jpg|thumb|none|600px|Reloading starts with swapping the magazines, fairly AR-like.]]&lt;br /&gt;
[[Image:Sandstorm_QBZ-03_2.jpg|thumb|none|600px|However, shaking it up with an AK style underhand charging handle rack.]]&lt;br /&gt;
&lt;br /&gt;
=Battle Rifles=&lt;br /&gt;
==FN FAL==&lt;br /&gt;
The [[FN FAL]] makes its return in the sequel. It is usable by the Insurgents' Rifleman, Demolitions, Observer, and Commander. It costs 4 supply points and cannot be equipped with a grenade launcher, unlike the other rifles available to the Demolitions class.&lt;br /&gt;
[[Image:FN-LAR-with-Wood-Stock.jpg|thumb|none|500px|FN FAL with G1/StG 58 foreend and wooden buttstock - 7.62x51mm NATO. Note the folded bipod.]]&lt;br /&gt;
[[File:Sandstorm_FAL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the FAL.]]&lt;br /&gt;
[[File:Sandstorm_FAL.jpg|thumb|none|600px|The FAL in all its Cold War glory. Like the Insurgency gun, it's a combo of black on wood, this time with an StG 58 handguard instead of a synthetic one.]]&lt;br /&gt;
[[File:Sandstorm_FAL_Sights.jpg|thumb|none|600px|The iron sights, simple and effective. Adding any other sight fits the FAL with a DSA railed top cover.]]&lt;br /&gt;
[[File:Sandstorm_FAL_1.jpg|thumb|none|600px|The reload begins with a swapping of the mags...]]&lt;br /&gt;
[[File:Sandstorm_FAL_2.jpg|thumb|none|600px|...before yanking the charging handle, releasing the bolt. The fast reload differs by using the FAL's bolt release instead.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H STD==&lt;br /&gt;
Available to the Security's Advisor class, the [[FN SCAR-H]] makes its official debut in ''Sandstorm'' as the '''Mk. 17 Mod 0'''. It costs 3 supply points.&lt;br /&gt;
[[Image:FN SCAR-H STD.jpg‎|thumb|none|500px|Third Generation FN SCAR-H STD - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the SCAR-H.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H.jpg|thumb|none|600px|The operator with SCAR gazes upon the technical it helped stop.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_Sights.jpg|thumb|none|600px|The iron sights, thin but good.]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_1.jpg|thumb|none|600px|After firing the SCAR into the windshield, he first swaps the mags...]]&lt;br /&gt;
[[File:Sandstorm_SCAR-H_2.jpg|thumb|none|600px|...before leaning over Project Reality style to watch the bolt go home.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3A3==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G3A3]] officially appears in the game. It is usable by the Security's Rifleman, Demolitions, Observer, and Commander classes, and is the only rifle available to the Demolitions class that cannot equip a grenade launcher. It costs 4 supply points.&lt;br /&gt;
[[Image:HKG3A3.jpg|thumb|none|500px|Heckler &amp;amp; Koch G3A3 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:INS Sandstorm G3 prerelease.jpg|thumb|none|600px|Pre-release image of the G3A3 equipped with a vertical grip and Russian PO scope.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the G3A3. Note the flipped fire selector markings.]]&lt;br /&gt;
[[File:Sandstorm_G3A3.jpg|thumb|none|600px|The operator approaches the mansion with his G3.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_Sights.jpg|thumb|none|600px|The iron sights, set to the 100m open notch.]]&lt;br /&gt;
[[File:Sandstorm_G3A3_1.jpg|thumb|none|600px|In a smart move, the G3's reload starts by opening the bolt and removing the mag...]]&lt;br /&gt;
[[File:Sandstorm_G3A3_2.jpg|thumb|none|600px|...before inserting the new mag and palming the charging handle down. The fast reload opts for the famous HK slap as well as using the fresh mag to knock out the old one AK style.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco SKS-D==&lt;br /&gt;
The [[SKS|Norinco SKS-D]] returns from the previous game. It still has a &amp;quot;paratrooper&amp;quot; barrel, but now it also has its bayonet. Like in the previous game, it uses 20-round magazines although it can use 30 round AK mags with the &amp;quot;extended mags&amp;quot; modification, and the bolt still incorrectly locks open upon firing the last shot despite the lack of bolt hold open on Chinese AK mag SKS models. It is available to the Insurgents' Advisor class and costs 2 supply points.&lt;br /&gt;
[[Image:NorincoSKS-D.jpg‎|thumb|none|500px|Norinco SKS-D - 7.62x39mm]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the SKS-D.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D.jpg|thumb|none|600px|The tracksuits insurgent with his SKS-D, still in the classic wood stock.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_Sights.jpg|thumb|none|600px|Lining the 40's vintage sights on a steel target. Note the serial numbers.]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_1.jpg|thumb|none|600px|Reloading starts with a simple swap of the mags...]]&lt;br /&gt;
[[File:Sandstorm_SKS-D_2.jpg|thumb|none|600px|...before pulling the charging handle that shouldn't technically be locked back due to the lack of bolt hold open.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==IMI Galil ARM==&lt;br /&gt;
The [[Galil ARM|IMI Galil ARM]] returns from the previous game on the Update 1.4. It is available as the lighter alternative for Insurgents' Gunner class. It costs 3 supply points.&lt;br /&gt;
[[Image:GalilARM-2.jpg|thumb|450px|none|IMI Galil ARM with wood handguard - 5.56x45mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Galil ARM.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM.jpg|thumb|none|600px|The operator deploys the Galil ARM while enjoying his cold drink.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_Sights.jpg|thumb|none|600px|Aiming the iron sights.]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_1.jpg|thumb|none|600px|After smoking some vases, the operator changes the magazine...]]&lt;br /&gt;
[[File:Sandstorm_Galil_ARM_2.jpg|thumb|none|600px|...then prepares to pull the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==M240B==&lt;br /&gt;
The [[M240B]] GPMG was added in the First Major Content Update as the second option for the Security's Gunner class, costing 4 supply points. It comes with a 50-round belt in a cloth pouch, but can be upgraded to a 100-round belt in a box magazine with other options of sights, barrel attachments and laser sight.&lt;br /&gt;
[[Image:M240-1.jpg|thumb|none|500px|M240B with newer style lower handguard (designed to attach RIS rails via hex nut) - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:Sandstorm_M240B_MG3_Promo.jpg|thumb|none|600px|An officially released render of the M240B in-game model, courtesy of the Sandstorm Steam First Major Content Update page.]]&lt;br /&gt;
[[File:Sandstorm_M240B_menu.jpg|thumb|none|600px|The weapon loadout menu image of the M240B.]]&lt;br /&gt;
[[File:Sandstorm_M240B_1.jpg|thumb|none|600px|The M240B held idle. Note the loaded 50-round cloth pouch.]]&lt;br /&gt;
[[File:Sandstorm_M240B_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M240B.]]&lt;br /&gt;
[[File:Sandstorm_M240B_3.jpg|thumb|none|600px|Reloading the M240B now fitted with the 100-round belt in a box mag, with the bipod deployed.]]&lt;br /&gt;
&lt;br /&gt;
==M249-E2 SAW==&lt;br /&gt;
The [[M249_SAW#M249-E1 / M249-E2 / M249 Paratrooper SAW |M249]] is a primary weapon usable by the Security's Gunner class, costing 3 supply points. It comes only with a 200-round belt and can be modified with optics, all barrel attachments and laser sights.&lt;br /&gt;
[[Image:Fn m249saw mk2 10-1-.jpg|thumb|none|500px|FN M249-E2 SAW - 5.56x45mm NATO.]]&lt;br /&gt;
[[File:Sandstorm_M249_menu.jpg|thumb|none|600px|The weapon loadout menu image of the M249.]]&lt;br /&gt;
[[File:Sandstorm_M249_1.jpg|thumb|none|600px|The M249 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M249_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M249.]]&lt;br /&gt;
[[File:Sandstorm_M249_3.jpg|thumb|none|600px|Reloading the M249 with the bipod deployed. While visibly depleting belts is a plus, the reload animation in this case has the remaining 8 rounds float off with the discarded box magazine.]]&lt;br /&gt;
&lt;br /&gt;
==MG3==&lt;br /&gt;
The [[MG3]] was added to the game during the First Major Content Update as the counterpart of M240B for the Insurgents' Gunner class costing 4 supply points. It has a high rate of fire at 1000 rpm, but virtually uncontrollable unless firing with bipod deployed. It comes with a 50-round belt in a drum pouch, but can be upgraded to use 100-round belts in a box magazine, along with optics, suppressor(!) and laser sight.&lt;br /&gt;
[[Image:MG3_Black_furniture.jpg|thumb|none|500px|MG3 - 7.62x51mm NATO. Note the black furniture.]]&lt;br /&gt;
[[File:Sandstorm_MG3_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_MG3_menu.jpg|thumb|none|600px|The weapon loadout menu image of the MG3.]]&lt;br /&gt;
[[File:Sandstorm_MG3_1.jpg|thumb|none|600px|The MG3 held idle while using the 50-round drum.]]&lt;br /&gt;
[[File:Sandstorm_MG3_2.jpg|thumb|none|600px|Aiming down the default iron sights of the MG3.]]&lt;br /&gt;
[[File:Sandstorm_MG3_3.jpg|thumb|none|600px|Reloading the MG3 with the bipod deployed.]]&lt;br /&gt;
[[File:Sandstorm_MG3_4.jpg|thumb|none|600px|Firing the MG3 when equipped with the 100-round belt in a box.]]&lt;br /&gt;
[[File:Sandstorm_MG3_5.jpg|thumb|none|600px|This modified, Abu-Hajaar-worthy MG3 showcases the additional rails when optics and laser sights are added. Amusingly in this case, the 7X scope would clip through the rear sights when reloading.]]&lt;br /&gt;
&lt;br /&gt;
==PKM==&lt;br /&gt;
The [[PKM]] makes its long-awaited arrival to the series in ''Sandstorm.'' It is usable only by the Gunner class. It costs 3 supply points and comes only with a 100-round belt with options for optics, barrel attachments and laser sight.&lt;br /&gt;
[[Image:HungarianPKM.jpg|thumb|none|500px|PKM with latest version of flash hider - 7.62x54mm R.]]&lt;br /&gt;
[[File:Sandstorm_PKM_menu.jpg|thumb|none|600px|The weapon loadout menu image of the PKM.]]&lt;br /&gt;
[[File:Sandstorm_PKM_1.jpg|thumb|none|600px|The PKM held idle.]]&lt;br /&gt;
[[File:Sandstorm_PKM_2.jpg|thumb|none|600px|Aiming down the default iron sights of the PKM.]]&lt;br /&gt;
[[File:Sandstorm_PKM_3.jpg|thumb|none|600px|Reloading the empty PKM by removing the box...]]&lt;br /&gt;
[[File:Sandstorm_PKM_4.jpg|thumb|none|600px|... then loading a new box while replacing the belt from the right side of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870==&lt;br /&gt;
The [[Remington 870]] makes its way into the game, replacing the [[Mossberg 590]] from the previous title. It features black furniture with a railed forend and scope rail added to the receiver, with a ghost ring rear sight. Strangely, it utilizes the Rem-Loc stock system found on the 870 MCS variant. This system allows for quick changes of the stock, and comes with its own unique forend, which the game has omitted in place of the police forend. It is usable by the Security's Breacher class and costs 2 supply points.&lt;br /&gt;
[[Image:Rem870 Express Tactical.jpg|500px|thumb|none|Remington 870 Express Tactical - 12 Gauge.]]&lt;br /&gt;
[[Image:Remington_870MCS.jpg|500px|thumb|none|Remington 870 MCS - 12 Gauge.]]&lt;br /&gt;
[[File:Sandstorm_M870_menu.jpg|thumb|none|600px|The weapon loadout menu image of the M870.]]&lt;br /&gt;
[[File:Sandstorm_M870_1.jpg|thumb|none|600px|The M870 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M870_2.jpg|thumb|none|600px|Aiming down the default iron sights of the M870.]]&lt;br /&gt;
[[File:Sandstorm_M870_3.jpg|thumb|none|600px|Inserting new shells into the magazine tube where we can make out the markings on the receiver that reads: &amp;quot;MODEL 870 EXPRESS BREACHER&amp;quot;.]]&lt;br /&gt;
[[File:Sandstorm_M870_4.jpg|thumb|none|600px|The operator chamber-loads the M870 when reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==TOZ-194==&lt;br /&gt;
Also returning from the 2014 ''Insurgency'' is the Russian [[TOZ-194]] pump action shotgun. It is almost identical to the Remington 870 in nearly all respects, including its magazine size, rate of fire, damage, and so on. It costs 2 supply points and is available to the Insurgents' Breacher class.&lt;br /&gt;
[[Image:Toz194.jpg|thumb|none|500px|TOZ-194 - 12 Gauge]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_menu.jpg|thumb|none|600px|The weapon loadout menu image of the TOZ-194. In real life, the TOZ-194 can be equipped with a folding or fixed wooden stock, but the game traditionally ignores that in favor of a pistol grip.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_1.jpg|thumb|none|600px|The TOZ-194 held idle.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_2.jpg|thumb|none|600px|Aiming down the default iron sights of the TOZ-194 to dispatch a pyramid of threatening cans. The serial numbers can be seen on the back of the receiver.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_3.jpg|thumb|none|600px|Inserting new shells into the magazine tube after taking care of the radicalised canned food.]]&lt;br /&gt;
[[File:Sandstorm_TOZ194_4.jpg|thumb|none|600px|The operator chamber-loads the TOZ-194 when reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
=Sniper Rifles/Anti-Materiel Rifles=&lt;br /&gt;
==Barrett M107CQ ==&lt;br /&gt;
The [[Barrett_M82#Barrett M82/M107 CQ|Barrett M107CQ]] first appears on the Update 1.2 as an optional weapon for the Security's Marksman class as the most expensive rifle costing 6 supply points.&lt;br /&gt;
[[Image:M82CQ.jpg|thumb|none|450px|Barrett M107CQ - .50 BMG]]&lt;br /&gt;
[[File:Sandstorm_M107_CQ_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_M107_CQ_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M107CQ.]]&lt;br /&gt;
[[File:Sandstorm_M107CQ.jpg|thumb|none|600px|An M107CQ in the wild, menacing a local white van.]]&lt;br /&gt;
[[File:Sandstorm_M107CQ_Sights.jpg|thumb|none|600px|The sights, a large rear aperture and a front post, partially obscured by the van.]]&lt;br /&gt;
[[File:Sandstorm_M107CQ_1.jpg|thumb|none|600px|Having found that vans explode after 3 rounds of .50 BMG and giving it 2 more for good measure, the reload begins by swapping the mags with the right hand...]]&lt;br /&gt;
[[File:Sandstorm_M107CQ_2.jpg|thumb|none|600px|...before yanking the charging handle and letting it go clunk.]]&lt;br /&gt;
&lt;br /&gt;
==Izhmash SVD Dragunov==&lt;br /&gt;
The [[SVD_Dragunov#SVD_Dragunov|Izhmash SVD Dragunov]] is available to the Insurgents' Marksman and Advisor classes for 4 supply points. It can be used with a variety of optics including its unique PSO-1 scope, or even just iron sights.&lt;br /&gt;
[[file:SVD Rifle.jpg|thumb|none|500px|Izhmash SVD Dragunov - 7.62x54mmR]]&lt;br /&gt;
[[File:Sandstorm_SVD_menu.jpg|thumb|none|600px|The weapon loadout menu image of the SVD Dragunov.]]&lt;br /&gt;
[[File:Sandstorm_SVD.jpg|thumb|none|600px|The Slavic mercenary takes pride in the scenery and his SVD.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Sights.jpg|thumb|none|600px|Aiming down the default iron sights of the SVD, fairly small but intended as a backup to...]]&lt;br /&gt;
[[File:Sandstorm_SVD_Scope.jpg|thumb|none|600px|...this! A proper PSO-1 scope, complete with a big chunky rubber eyepiece.]]&lt;br /&gt;
[[File:Sandstorm_SVD_Scope_Reticle.jpg|thumb|none|600px|Aiming it reveals the classic PSO-1 reticle, and in a fairly accurate recreation, even down to the eyepiece eating a little of the range finder.]]&lt;br /&gt;
[[File:Sandstorm_SVD_1A.jpg|thumb|none|600px|Performing a fast reload on a SVD, by kicking the old magazine out via mag release lever and inserting the new one.]]&lt;br /&gt;
[[File:Sandstorm_SVD_2B.jpg|thumb|none|600px|On an empty mag, the insurgent additionally pulls the charging handle with his right hand.]]&lt;br /&gt;
&lt;br /&gt;
==Mk 14 Mod 1 Enhanced Battle Rifle==&lt;br /&gt;
The [[M14_Rifle#Mk_14_Mod_0.2F1_Enhanced_Battle_Rifle|Mk 14 Mod 1 EBR]] makes its way back from the previous title. It is available only to the Security's Marksman and Advisor classes. It costs 5 supply points.&lt;br /&gt;
[[Image:Mk 14 Mod 1 EBR.jpg|thumb|none|500px|Mk 14 Mod 1 EBR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mk 14 Mod 1 EBR. Note the kill tally mark on the handguard.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14.jpg|thumb|none|600px|The M14 EBR, in the sunshine and cool breeze.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_Sights.jpg|thumb|none|600px|The M14's classic sights, and the selector flipped from &amp;quot;sensible&amp;quot; to &amp;quot;fun&amp;quot;. Note the NWI trademark over the normal roll mark with the serial numbers.]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_1.jpg|thumb|none|600px|After spraying the countryside with 7.62 in full-auto, the marksman swaps the mags...]]&lt;br /&gt;
[[File:Sandstorm_Mk_14_2.jpg|thumb|none|600px|...before leaning over and giving the charging handle a rack.]]&lt;br /&gt;
&lt;br /&gt;
==Mosin Nagant 1891/30==&lt;br /&gt;
The [[Mosin Nagant]] costs 2 supply points and is usable by the Insurgents' Marksman class. By default it is the M91/30 rifle with a straight bolt handle and hex receiver, the correct PU scope and turned down bolt handle are appropriately used when opting to use a scope in a fortunate aversion of the bubba-fied Mosin from the previous game. Scopes that do not obstruct the area directly above the ejection port enable the option of stripper clips for faster reloading while empty, at the cost of extra supply points.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|500px|Mosin Nagant 1891/30 - 7.62x54mmR]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|500px|Mosin Nagant M91/30 Sniper Rifle with PU 3.5x sniper scope - 7.62x54mm R]]&lt;br /&gt;
[[File:Sandstorm_Mosin_menu.jpg|thumb|none|600px|The weapon loadout menu image of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin.jpg|thumb|none|600px|The Mosin Nagant held idle, far from its home on the Eastern Front. Note the hex receiver, making it an early production 91/30.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Sights.jpg|thumb|none|600px|Aiming down the default iron sights of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Scope.jpg|thumb|none|600px|Having found his sights to be too small, it's fixed by adding a PU scope, note the now turned down bolt handle.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_Scope_Reticle.jpg|thumb|none|600px|Aiming the PU scope reveals the classic post with wings reticle.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_1A.jpg|thumb|none|600px|Cycling the straight bolt handle of the Mosin Nagant.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_2B.jpg|thumb|none|600px|Reloading the Mosin Nagant with a stripper clip.]]&lt;br /&gt;
[[File:Sandstorm_Mosin_3C.jpg|thumb|none|600px|A modified Mosin with bipod deployed and a turned-down bolt handle. Unlike the previous incarnations, reloading a partially loaded magazine will have the user cover the ejection port to prevent a wasted round from flying off, then load in the balance remaining. Strangely enough, only certain optics will trigger the turned-down bolt handle state (like the MARS seen here), despite the fact that both the rails and sight would otherwise be non-intrusive over the ejection port.]]&lt;br /&gt;
&lt;br /&gt;
==Remington M24==&lt;br /&gt;
The [[Remington_700#M24_Sniper_Weapon_System| Remington M24]] makes its way into the game, replacing the old [[M40| M40A1]]. It costs 2 supply points and can be used with iron sights or a variety of optics, up to and including a 7x scope. It reloads one bullet at a time and is usable only by the Security's Marksman class.&lt;br /&gt;
[[Image:M24.jpg|thumb|none|450px|M24 sniper rifle with Harris bipod - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Sandstorm_M24_menu.jpg|thumb|none|600px|The weapon loadout menu image of the M24.]]&lt;br /&gt;
[[File:Sandstorm_M24_1.jpg|thumb|none|600px|The M24 held idle.]]&lt;br /&gt;
[[File:Sandstorm_M24_2.jpg|thumb|none|600px|Aiming down the default flip up iron sights of the M24, shared between it, the Alpha AK and the M99.]]&lt;br /&gt;
[[File:Sandstorm_M24_3.jpg|thumb|none|600px|Cycling the bolt of the M24.]]&lt;br /&gt;
[[File:Sandstorm_M24_4.jpg|thumb|none|600px|Inserting new cartridges into the M24's magazine after pulling the bolt back.]]&lt;br /&gt;
&lt;br /&gt;
==Zijiang M99==&lt;br /&gt;
The Chinese [[M99]] anti-materiel rifle appears as the counterpart to the Barrett M107CQ, given to the Insurgents' Marksman class. Like a few other weapons, the M99 comes with its own special scope, dubbed the &amp;quot;Type 99 scope&amp;quot; in the loadout menu.&lt;br /&gt;
[[file:M99.jpg|thumb|none|350px|M99 - 12.7x99mm.]]&lt;br /&gt;
[[File:Sandstorm_M99_Promo.jpg|thumb|none|600px|An officially released render of the in-game model, courtesy of the Sandstorm Twitter page.]]&lt;br /&gt;
[[File:Sandstorm_M99_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M99.]]&lt;br /&gt;
[[File:Sandstorm_M99.jpg|thumb|none|600px|An M99 gazes upon the vanquished technical.]]&lt;br /&gt;
[[File:Sandstorm_M99_Sights.jpg|thumb|none|600px|While banishing the machine's soul and giving us a decent look at its mighty muzzle flash and iron sights. These flip up sights are shared with the flat-top AR's as a selectable option. The muzzle blast is also rendered in-game with both the M99 and M107, firing them too many times in quick succession without using the bipod will cause ear ringing and screen shake.]]&lt;br /&gt;
[[File:Sandstorm_M99_Scope.jpg|thumb|none|600px|On an unrelated note, a different M99 shows off the gun's unique scope.]]&lt;br /&gt;
[[File:Sandstorm_M99_Scope_Reticle.jpg|thumb|none|600px|Aiming the Type 99 scope, although it shares the same reticle as the Security's 7x scope.]]&lt;br /&gt;
[[File:Sandstorm_M99_1.jpg|thumb|none|600px|Having banished the machine spirit and given the user tinnitus, the reload begins similarly to the M107 by swapping the mags with the dominant hand...]]&lt;br /&gt;
[[File:Sandstorm_M99_2.jpg|thumb|none|600px|...before grabbing the charging handle and giving it a yank.]]&lt;br /&gt;
&lt;br /&gt;
=Grenade Launchers=&lt;br /&gt;
==GP-25==&lt;br /&gt;
The [[GP-25]] is the underbarrel grenade launcher attachment for the AK-74 and the AKM.&lt;br /&gt;
[[Image:Gp-25 1.jpg‎|thumb|none|500px|GP-25 grenade launcher - 40mm]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AK-74 with GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL.jpg|thumb|none|600px|The insurgent prepares to cover the open street with his GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_Sights.jpg|thumb|none|600px|Aiming the GP-25 sights.]]&lt;br /&gt;
[[File:Sandstorm_AK-74_UBGL_1.jpg|thumb|none|600px|''Hey, cover me!'' The insurgent reloads his GP-25 with the caseless smoke shell.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AKM with GP-25.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL.jpg|thumb|none|600px|The Slavic mercenary finds a weapon cache to be destroyed.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_Sights.jpg|thumb|none|600px|Aiming the GP-25 sights.]]&lt;br /&gt;
[[File:Sandstorm_AKM_UBGL_1.jpg|thumb|none|600px|Realizing that one shell isn't enough to blow up the weapon cache, he proceeds to reload with another HE shell.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch AG36==&lt;br /&gt;
The [[AG36]] is the underbarrel grenade launcher attachment for the G36K.&lt;br /&gt;
[[Image:ag36.jpg|thumb|none|400px|Heckler &amp;amp; Koch AG36 grenade launcher with handguard - 40x46mm]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the G36K with the AG36.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL.jpg|thumb|none|600px|Noticing possible hostiles at the second floor, the operator prepares his AG36 with the HE shell.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_Sights.jpg|thumb|none|600px|Aiming the AG36 sights. Note the ladder sights is set on 150 meters.]]&lt;br /&gt;
[[File:Sandstorm_G63K_UBGL_1.jpg|thumb|none|600px|After clearing the second floor, he reloads the AG36.]]&lt;br /&gt;
&lt;br /&gt;
==HS Produkt VHS-BG==&lt;br /&gt;
The [[HS Produkt VHS-BG]] is the unique underbarrel grenade launcher option for the VHS-D2.&lt;br /&gt;
[[File:VHS-BG.jpg|thumb|none|450px|HS Produkt VHS-BG - 40x46mm]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the VHS-2 with the VHS-BG.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL.jpg|thumb|none|600px|After neutralizing some insurgents, the operator prepares his VHS-BG.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_Sights.jpg|thumb|none|600px|Aiming the VHS-BG sights which shares similarities with AG36.]]&lt;br /&gt;
[[File:Sandstorm_VHS-2_UBGL_1.jpg|thumb|none|600px|The operator reloads his VHS-BG with another smoke shell.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher==&lt;br /&gt;
The [[M203 grenade launcher]] is the underbarrel grenade launcher option for the M16A2.&lt;br /&gt;
[[File:M203.jpg|thumb|none|375px|M203 grenade launcher - 40x46mm. The original M203, intended for attachment to full length M16s and to carbines with a barrel step. This M203 example has its forward barrel clamp removed.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A2 with M203. Note the heat shield handguard.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL.jpg|thumb|none|600px|Realizing that his M16 is a bit [[Black Hawk Down|too vintage]] for the operation, he proceeds to aim the M203.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203 sights.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_1.jpg|thumb|none|600px|After covering the alleyway with a smoke, he inserts another smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_M16A2_UBGL_Slap_Reload.jpg|thumb|none|600px|On the additional note, the empty reload animations of AR rifles change when the M203 is equipped, with the bolt release being slapped with the wrist instead of being pressed with the thumb.]]&lt;br /&gt;
&lt;br /&gt;
==M203 Grenade Launcher (Airsoft)==&lt;br /&gt;
The [[M203 grenade launcher]] is the underbarrel grenade launcher option for the M16A4 and the M4A1. Unlike the M16A2's M203, this M203 is rail-mounted, and is modeled after airsoft M203s.&lt;br /&gt;
[[File:G&amp;amp;P M203.jpg|thumb|none|500px|'''Airsoft''' M203 made by G&amp;amp;P - (fake) 40x46mm. Note the RIS mount and removed trigger guard.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M16A4 with M203. Note that it is mounted to the 6 o-clock rails with big and visible RIS screws, an indication that it is modeled after an airsoft M203.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL.jpg|thumb|none|600px|Before crossing through the river, the operator grabs his M203.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203 sights.]]&lt;br /&gt;
[[File:Sandstorm_M16A4_UBGL_1.jpg|thumb|none|600px|Then, he loads another fresh smoke shell.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M4A1 with M203.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL.jpg|thumb|none|600px|Spotting a dangerous-looking Toyota, the operator shows his M203.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_Sights.jpg|thumb|none|600px|Aiming the M203 sights.]]&lt;br /&gt;
[[File:Sandstorm_M4A1_UBGL_1.jpg|thumb|none|600px|After smoking the aforementioned target, he ejects the spent shell.]]&lt;br /&gt;
&lt;br /&gt;
=Rocket Launchers/Missile Launchers/Recoilless Guns=&lt;br /&gt;
==Carl Gustav M3==&lt;br /&gt;
The [[Carl Gustav M3]] is the standard reusable launcher for the Security faction, and appears under its US Army designation as '''M3 MAAWS'''.&lt;br /&gt;
[[Image:CarlGustavM3.jpg|thumb|none|500px|Carl Gustav M3 - 84x246mm R]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M3 MAAWS.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS.jpg|thumb|none|600px|A M3 MAAWS gazes upon a technical and its dead crewmen.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_Sights.jpg|thumb|none|600px|Aiming down the scope with a wide variety of range markings for extended ranges.]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_1.jpg|thumb|none|600px|Having sent the technical to the great scrapyard in the sky, the reload can begin by opening the rear of the tube...]]&lt;br /&gt;
[[File:Sandstorm_M3_MAAWS_2.jpg|thumb|none|600px|...before swapping rounds, relatching the tube and going to blow more things up.]]&lt;br /&gt;
&lt;br /&gt;
==M136 AT4==&lt;br /&gt;
Another veteran from the previous game, the [[M136 AT4]] is also available to the Security's Demolition class as their single shot launcher of choice.&lt;br /&gt;
[[Image:AT-4Launcher.jpg|thumb|none|500px|M136 AT4 - 84mm]]&lt;br /&gt;
[[File:Sandstorm_AT4_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AT4.]]&lt;br /&gt;
[[File:Sandstorm_AT4.jpg|thumb|none|600px|The AT4 is held idle, as its user wonders if other cars can explode.]]&lt;br /&gt;
[[File:Sandstorm_AT4_Sights.jpg|thumb|none|600px|The sights of the AT4, simple and effective.]]&lt;br /&gt;
[[File:Sandstorm_AT4_1.jpg|thumb|none|600px|Sadly, the white Lada Samara proves too strong for the AT4 so the user chucks the empty tube away.]]&lt;br /&gt;
&lt;br /&gt;
==Panzerfaust 3==&lt;br /&gt;
The [[Panzerfaust 3]] is available to the Insurgent faction as their analogue of the AT4, being a single-shot launcher oddly enough.&lt;br /&gt;
[[Image:PNZFT3.jpg|thumb|none|500px|Panzerfaust 3 with DM12A1 rocket and standard telescopic sight - 60mm]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the Panzerfaust 3.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3.jpg|thumb|none|600px|The Panzerfaust in-game, fausting panzers.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_Sights.jpg|thumb|none|600px|The Panzerfaust 3's scope, a mixture of various different range variations for any occasion.]]&lt;br /&gt;
[[File:Sandstorm_Panzerfaust_3_1.jpg|thumb|none|600px|Excluding the occasion of firing it on a building and dropping it like a used tissue.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
The [[RPG-7]] returns from previous games, as the obvious handheld launcher for the Insurgent faction.&lt;br /&gt;
[[File:Rpg-7-1-.jpg|thumb|none|500px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the RPG-7.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7.jpg|thumb|none|600px|The Insurgents' favorite, the RPG-7, in all its glory.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_Sights.jpg|thumb|none|600px|Taking a cue from Far Cry games, the RPG's sights are tilted to give the illusion of it being an over the shoulder weapon and not shoved through the user's chest.]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_1.jpg|thumb|none|600px|In comparison to the last game, the RPG is reloadable by adding a rocket...]]&lt;br /&gt;
[[File:Sandstorm_RPG-7_2.jpg|thumb|none|600px|...before raising it to the shoulder and cocking the hammer.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades and Explosives=&lt;br /&gt;
==AN-M14 Incendiary Grenade==&lt;br /&gt;
The [[AN-M14 Incendiary Grenade]] returns from the previous game as the identical counterpart of Insurgents' molotov, costing 2 supply points. Both AN-M14 and molotov are able to blow up the weapon cache with only 1 them.&lt;br /&gt;
[[File:AN-M14 Dummy Grenade.jpg|thumb|300px|none|AN/M14 incendiary grenade, airsoft version with modern-day markings.]]&lt;br /&gt;
[[File:Sandstorm_AN-M14_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the AN-M14 incendiary grenade.]]&lt;br /&gt;
[[File:Sandstorm_AN-M14.jpg|thumb|none|600px|The operator grabs his incendiary grenade while shivering at the cold hill.]]&lt;br /&gt;
&lt;br /&gt;
==F1 Grenade==&lt;br /&gt;
The [[F1 hand grenade]] returns from the previous hand grenade of the Insurgents team. Two grenades are required to blow up the weapon cache. It costs 2 supply points.&lt;br /&gt;
[[File:Deactivated f1.jpg|thumb|none|300px|F1 hand grenade]]&lt;br /&gt;
[[File:Sandstorm_F1_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the F1 grenade.]]&lt;br /&gt;
[[File:Sandstorm_F1.jpg|thumb|none|600px|The Slavic mercenary holding an F1 grenade.]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Pack==&lt;br /&gt;
Serving as the Security's counterpart to the Insurgents' IEDs for the Breacher and Demolition classes, the purchasable &amp;quot;C-4&amp;quot; consists of two M112 C4 Demolition Packs (pre-packaged blocks of C4 issued by the US military) duct-taped to a remote detonator, which is activated with an M57 &amp;quot;clacker&amp;quot; switch. It costs 3 supply points and unlike the IEDs, it can be stick to surfaces like walls and floors. It can also be found when rigging up Security's weapon cache which must be manually detonated.&lt;br /&gt;
[[File:M112.jpg|thumb|none|300px|M112 C4 Demolition Pack]]&lt;br /&gt;
[[File:Sandstorm C-4 Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M112 C4 demolition pack.]]&lt;br /&gt;
[[File:Sandstorm C-4.jpg|thumb|none|600px|Spotting a particularly suspicious compound, a Security operative pulls out his bundle of M112s.]]&lt;br /&gt;
[[File:Sandstorm C-4 1.jpg|thumb|none|600px|Sticking the M112 into the door.]]&lt;br /&gt;
[[File:Sandstorm C-4 2.jpg|thumb|none|600px|Blowing the place to kingdom come.]]&lt;br /&gt;
[[File:Sandstorm C-4 3.jpg|thumb|none|600px|The insurgent finds the M57 &amp;quot;clacker&amp;quot; switch inside the weapon cache...]]&lt;br /&gt;
[[File:Sandstorm C-4 4.jpg|thumb|none|600px|...complete with the M112 in hand.]]&lt;br /&gt;
[[File:Sandstorm C-4 5.jpg|thumb|none|600px|Arming the M112 by pressing the red button.]]&lt;br /&gt;
[[File:Sandstorm C-4 6.jpg|thumb|none|600px|&amp;quot;[[Counter-Strike|The bomb has been planted.]]&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] returns from the previous game for both teams which is incorrectly referred as '''M83 Smoke'''. It costs 1 supply point and does exactly what you'd expect a smoke grenade to do.&lt;br /&gt;
[[File:M18red.jpg|thumb|none|150px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:Sandstorm_M18.jpg|thumb|none|600px|The weapon loadout menu image of the M18 smoke grenade. Note the white marking and the absence of written marking for colors on the body.]]&lt;br /&gt;
[[File:Sandstorm_M83.jpg|thumb|none|600px|The operator prepares his M18 smoke grenade to cover the open bridge.]]&lt;br /&gt;
&lt;br /&gt;
==M19 anti-tank mine==&lt;br /&gt;
The [[M19 anti-tank mine]] is available for the Security's Breacher and Demolition classes, costing 1 supply point. After planting the mine, it only detonate towards passing enemy vehicle.&lt;br /&gt;
[[File:M19 AT.jpg|thumb|none|450px|M19 anti-tank mine (inert)]]&lt;br /&gt;
[[File:Sandstorm_M19_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M19 anti-tank mine.]]&lt;br /&gt;
[[File:Sandstorm_M19.jpg|thumb|none|600px|The operator holding his M19.]]&lt;br /&gt;
[[File:Sandstorm_M19_1A.jpg|thumb|none|600px|He proceeds to pull off the safety-clip cord...]]&lt;br /&gt;
[[File:Sandstorm_M19_2.jpg|thumb|none|600px|...then turns the safety knob from (S)afe into (A)rmed.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] returns from the previous game as the Security's identical counterpart of the F1 grenade. It costs 2 supply points.&lt;br /&gt;
[[Image:Baseball.jpg|thumb|none|300px|M67 hand grenade]]&lt;br /&gt;
[[File:Sandstorm_M67_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M67 grenade.]]&lt;br /&gt;
[[File:Sandstorm_M67.jpg|thumb|none|600px|The operator with his grenade while being inside the market in Precinct.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] returns from the previous game for both teams. It costs 1 supply point and can be used to cause a brief vision blurriness with tinnitus.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|150px|M84 Stun Grenade]]&lt;br /&gt;
[[File:Sandstorm_M84_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the M84 stun grenade.]]&lt;br /&gt;
[[File:Sandstorm_M84.jpg|thumb|none|600px|The operator prepares to throw M84 stun grenade before breaching...]]&lt;br /&gt;
[[File:Sandstorm_M84_1.jpg|thumb|none|600px|...then proceeds to pull up the pin.]]&lt;br /&gt;
&lt;br /&gt;
==TM-62 anti-tank mine==&lt;br /&gt;
The [[TM-62 anti-tank mine]] serves as the Insurgents' identical counterpart of the M19 anti-tank mine for 1 supply point.&lt;br /&gt;
[[Image:TM62.jpg|thumb|none|400px|TM-62M anti-tank mine]]&lt;br /&gt;
[[File:Sandstorm_TM-62_Menu.jpg|thumb|none|600px|The weapon loadout menu image of the TM-62 anti-tank mine.]]&lt;br /&gt;
[[File:Sandstorm_TM-62.jpg|thumb|none|600px|The insurgent prepares the TM-62.]]&lt;br /&gt;
[[File:Sandstorm_TM-62_1.jpg|thumb|none|600px|He then removes the safety pin...]]&lt;br /&gt;
[[File:Sandstorm_TM-62_2.jpg|thumb|none|600px|...before proceeds to arm and plant the mine.]]&lt;br /&gt;
&lt;br /&gt;
=Mounted Weapons=&lt;br /&gt;
==AGM-114 Hellfire ATGM==&lt;br /&gt;
The Security's AH-64 Apache (AKA &amp;quot;Assassin&amp;quot;) is armed with eight AGM-114 Hellfire anti-tank guided missiles in two packs of four, as well as two Hydra 70mm rocket pods at the wing mounts. The Assassin will fire its missiles into the marked area before switching to the mockup 30mm Cannon.&lt;br /&gt;
[[Image:AGM-114 Hellfire anti-tank.jpg|thumb|none|400px|Apache weapon wing - 4x AGM-114 Hellfire ATGM on the left, 19-cell Hydra 70mm FFAR pod on the right.]]&lt;br /&gt;
[[File:Sandstorm_Apache_AGM-114_Hellfire.jpg|thumb|none|600px|The Assassin with AGM-114 Hellfire ATGMs and Hydra 70 rocket pod on its left wing. Note the extra two cell holes at the rocket pod.]]&lt;br /&gt;
&lt;br /&gt;
==Browning M2HB==&lt;br /&gt;
The [[Browning M2HB]] appears mounted on the Security's technicals as the counterpart of DShK. The unusable low-detail models can be found on vehicles as environmental props in some maps.&lt;br /&gt;
[[Image:BrowningM2.jpg|thumb|none|400px|Browning M2HB on vehicle mount - .50 BMG]]&lt;br /&gt;
[[File:Sandstorm_M2.jpg|thumb|none|600px|The operator finds the idle white technical with a mounted M2HB.]]&lt;br /&gt;
[[File:Sandstorm_M2_Sights.jpg|thumb|none|600px|Aiming the M2HB, like the DShK, it uses a wire AA sight over the standard irons. Note the small #1 mark on the top cover, likely an arsenal marking.]]&lt;br /&gt;
[[File:Sandstorm_M2_Prop.jpg|thumb|none|600px|An unusable M2HB mounted on a wrecked M1A1 Abrams tank in Hideout.]]&lt;br /&gt;
&lt;br /&gt;
==DShK heavy machine gun==&lt;br /&gt;
The [[DShK heavy machine gun| DShKM]] is mounted on the Insurgents' technicals. It has unlimited ammunition and is capable of shredding targets through heavy cover like walls. Oddly enough, it is mounted on the Assassin as the '''30mm Cannon''', instead of the accurate M230 Chain Gun.&lt;br /&gt;
[[Image:DShK HMG.jpg|thumb|none|500px|DShKM - 12.7x108mm]]&lt;br /&gt;
[[File:SandstormDShK-1.jpeg|thumb|none|600px|The lady operator checks out the hallmark of any good insurgent movement- a pick-up truck with a heavy machine gun bolted onto the bed.]]&lt;br /&gt;
[[File:SandstormDShKusing.jpeg|thumb|none|600px|She soon mounts the DShK and prepares to weed her flower field.]]&lt;br /&gt;
[[Image:Hughes-M230-Chain-Gun4.jpg‎|thumb|none|400px|A M230 Chain Gun mounted on an AH-64 Apache, for reference.]]&lt;br /&gt;
[[File:Sandstorm_DShK_Apache.jpg|thumb|none|600px|The Assassin fires the bizarrely mounted DShK against some rampaging insurgents.]]&lt;br /&gt;
[[File:Sandstorm_DShK_Apache_1.jpg|thumb|none|600px|Close up of the mounted DShK. Note the DShK still has its iron sights with the box magazine and visible ammo belt as well as the mounting bracket and wiring for the normal M230 Chain Gun.]]&lt;br /&gt;
&lt;br /&gt;
==General Dynamics GAU-19/A==&lt;br /&gt;
The [[GAU-19/A]] is mounted on Security's UH-60 Blackhawk (AKA &amp;quot;Cleric&amp;quot;), where it is being used by the door gunners. The gun also ejects spent casings when firing.&lt;br /&gt;
[[File:GAU-19A chopper mount.jpg|thumb|none|500px|GD GAU-19/A on door gun mount- .50 BMG.]]&lt;br /&gt;
[[File:Sandstorm_GAU-19.jpg|thumb|none|600px|The door gunner fires his GAU-19/A with a lovely cartridge shower.]]&lt;br /&gt;
[[File:Sandstorm_GAU-19_1.jpg|thumb|none|600px|Close up of the mounted GAU-19/A. Note the ridiculously short feed chute.]]&lt;br /&gt;
&lt;br /&gt;
==General Electric GAU-8/A Avenger==&lt;br /&gt;
The [[General Electric GAU-8/A Avenger|GAU-8/A Avenger]] is mounted on Security's A-10 Thunderbolt II (AKA &amp;quot;Warlock&amp;quot;).&lt;br /&gt;
[[File:GAU-8 Avenger contrast.jpg‎|thumb|none|400px|General Electric GAU-8/A Avenger - 30x173mm]]&lt;br /&gt;
[[File:Sandstorm_GAU-8.jpg|thumb|none|600px|The Warlock with the GAU-8/A Avenger after strafing into the marked target.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1300138</id>
		<title>Rainbow Six Siege</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Rainbow_Six_Siege&amp;diff=1300138"/>
		<updated>2019-10-10T05:06:28Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* GSh-18 Sport */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Rainbow Six Siege&lt;br /&gt;
|picture   = R6 siege pc box.jpg&lt;br /&gt;
|caption   =  ''Official Boxart''&lt;br /&gt;
|series    = [[Tom Clancy#Rainbow Six|Rainbow Six]]&lt;br /&gt;
|date      = December 1, 2015&lt;br /&gt;
|developer = Ubisoft&lt;br /&gt;
|platforms = Xbox One&amp;lt;br /&amp;gt;Playstation 4&amp;lt;br /&amp;gt;PC&lt;br /&gt;
|publisher = Ubisoft&lt;br /&gt;
|genre     = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''''Tom Clancy's Rainbow Six Siege''''' is a tactical first person shooter available on the PlayStation 4, Xbox One and PC. Players assume the roles of counter-terrorism operators from around the world, and engage in PvP and PvE combat. In regular gameplay, players play as either Attackers or Defenders on maps designed with clearly defined indoor and outdoor regions. Attackers must enter the central structure of the map and complete objectives like defusing bombs, securing a point, or rescuing a hostage, while the Defenders must prevent the Attackers from achieving their objectives and run down the round timer to win. Eliminating the enemy team is also a victory condition. There is also a PvE mode called Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
Players play as &amp;quot;Operators&amp;quot;, a roster of characters divided between Attackers and Defenders, with each Operator coming from one counter-terrorist unit background. The five base game CTUs (SAS, GIGN, GSG 9, Spetsnaz, and FBI SWAT) each have 2 attackers and 2 defenders, while the DLC CTUs come with 1 attacker and 1 defender instead (barring the 2-attacker CRBN unit, and the 2-defender GIS). Each Operator carries a unique Operator gadget that defines their abilities and team role (no Operator may be selected twice by the same team). In terms of weaponry, each Operator generally has two primary weapon options (three at most, occasionally one) and one or two secondary options. Weapon selections are divided by CTUs. Generally speaking, Rifles and LMGs are used by Attackers, SMGs are used by Defenders, and Shotguns are mostly used by Defenders though sometimes shared with Attackers. Sidearm options are generally shared between Operators of a CTU. Each Operator also carries a piece of team-specific universal equipment alongside their unique gadget, choosing one from two options.&lt;br /&gt;
&lt;br /&gt;
Also playable are Recruits, who are generic Operators with no special gadgets, instead taking a second piece of universal equipment in place of it. With one exception, all weapons from any of the five base game CTU's &amp;quot;side&amp;quot; are available to them (e.g. a GSG-9 Defender recruit can use either the MP7 or the HK416C, despite each being otherwise exclusive to one of their two Defender operators). Recruit weapons cannot be customized.&lt;br /&gt;
&lt;br /&gt;
The game also features destructible environments for players to take advantage of, primarily blowing holes in walls for a new entry point to flank opponents, creating windows to defend an area without exposing the player's whole body, or shooting through thin walls to suppress enemies.&lt;br /&gt;
&lt;br /&gt;
Free seasonal expansions were added post-release, with each expansion adding two new Operators from one new CTU, and new weapons for those Operators.&lt;br /&gt;
&lt;br /&gt;
All primary and some secondary weapons in the game have &amp;quot;charm mounts&amp;quot; to which keychain-like charms can be attached, which by default appear as sling loops.&lt;br /&gt;
&lt;br /&gt;
For ease of searching, all weapons on this page are primarily ordered by chronology of addition to the game, with the base game weapons near the top of each weapon category and DLC weapons further down.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons can be seen in the video game ''Rainbow Six Siege'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
=Handguns=&lt;br /&gt;
==FN Five-seveN==&lt;br /&gt;
The [[FN Five-seveN|FN Five-seveN Mark 2]] is issued to the FBI SWAT faction, and is also available to Jaeger Corps operator Nøkk added in Year 4 Season 2 Operation Phantom Sight. It appears as the &amp;quot;5.7 USG&amp;quot;. The Five-seveN has an appropriate 20+1 capacity, but its overall effectiveness is offset by low stopping power.&lt;br /&gt;
&lt;br /&gt;
[[File:FN Five-seveN Mark 2.jpg|thumb|none|350px|FN Five-seveN Mark 2 - 5.7×28mm FN. This variant is now the standard version of the FN Five-seveN offered by FNH. The Mk2 model has cocking serrations on the front of the slide as well as on the rear. This is a fixed-sight version. ]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG.jpg|thumb|600px|none|Menu model of the Five-seveN Mark 2.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG holding.jpg|thumb|none|600px|First-person view of the weapon.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 1.jpg|thumb|none|600px|Ejecting a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege FN Five-seveN USG reloading 2.jpg|thumb|none|600px|Inserting a new mag into the empty pistol.]]&lt;br /&gt;
[[File:RSS Five-seveN (1).jpg|thumb|none|600px|Pullling the slide to rechamber the Five-seveN.]]&lt;br /&gt;
&lt;br /&gt;
==FN FNP-9==&lt;br /&gt;
The [[FN FNP-9]] is a high capacity, 9x19mm handgun used by the GIGN Operators and recruits. It is referred to as the &amp;quot;P9&amp;quot;. Lion always carries one in a vest holster, in addition to his main sidearm (either another FNP-9 or a Model 586) in his leg holster; the extra pistol is not usable by the player.&lt;br /&gt;
[[file:FNP-Pistol.jpg |thumb|350px|none|FN FNP-9 - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9.jpg|thumb|600px|none|FNP-9 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 holding.jpg|thumb|none|600px|The FNP-9 in the hands of the GIGN operator Twitch.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 aim.jpg|thumb|none|600px|Aiming the pistol. This is the original version; thee night sights got a redesign in the Operation Wind Bastion update.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 1.jpg|thumb|none|600px|Reloading the FNP-9.]]&lt;br /&gt;
[[file:RainbowSix Siege FNP-9 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==GSh-18 Sport==&lt;br /&gt;
The [[GSh-18]] is a sidearm available to the Spetsnaz CTU (the depicted CTU is more specifically Alpha Group of FSB, going under the more generic and well-known Spetsnaz name). As with the two pistols mentioned above, it is the Russians' high capacity, low damage 9x19mm caliber pistol. The particular model used in-game is a GSh-18 Sport, a civilian offering intended for competition shooting, evident by the front cocking serrations and lack of trigger safety.&lt;br /&gt;
[[File:GSh-18 Sport.jpg|thumb|none|350px|GSh-18 Sport - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18.jpg|thumb|600px|none|GSh-18 Sport in the early customization menu.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 holding.jpg|thumb|none|600px|Spetsnaz operator Fuze holds the GSh-18.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 aim.jpg|thumb|none|600px|Aiming the GSh-18.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege GSh-18 reloading 2.jpg|thumb|none|600px|Empty reload.]]&lt;br /&gt;
[[file:RSS GSh-18 (1).jpg|thumb|none|600px|Racking the slide, similar to the FN Five-seveN.]]&lt;br /&gt;
[[file:RSS GSh-18 (2).jpg|thumb|none|600px|Melee animation.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Tactical==&lt;br /&gt;
The P12 is the German equipment designation for the [[Heckler &amp;amp; Koch USP Tactical]], used by the German GSG-9 operatives. The loadout icon was originally the same as the FNP-9, but in Update 3.2 the USP was given a new proper icon. Magazine capacity is also wrong for a .45 ACP USP Tactical that is used as the P12 in reality; only 10- or 12-round magazines exist for it.&lt;br /&gt;
[[file:Hk-usp45tac.jpg|thumb|none|350px|Heckler &amp;amp; Koch USP Tactical - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP.jpg|thumb|600px|none|USP Tactical in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP holding.jpg|thumb|none|600px|The USP Tactical in the hands of GSG-9 operator Blitz.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP aim.jpg|thumb|none|600px|Aiming the handgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading1.jpg|thumb|none|600px|Reloading the USP.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch USP reloading 2.jpg|thumb|none|600px|Tugging the slide to release it and chamber a round. When using the pistol in conjunction with his flash shield, Blitz will thumb the slide release instead.]]&lt;br /&gt;
&lt;br /&gt;
==M45/MEU(SOC)==&lt;br /&gt;
The [[M45/MEU(SOC)]] is the other sidearm available to the FBI SWAT operatives. It appears as the &amp;quot;M45 MEUSOC&amp;quot; and feeds from standard seven-round magazines. Compared to their Five-seveN, the MEU(SOC) offers substantially higher stopping power at the expense of having close to only a third of the former's magazine capacity at only 7 rounds.&lt;br /&gt;
[[file:M-45 MEU(SOC).jpg|thumb|none|350px|MEU(SOC) Pistol, later version - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc.jpg‎|thumb|600px|none|M45/MEU(SOC) in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc holding.jpg|thumb|none|600px|FBI operative Ash models the M45/MEU(SOC).]]&lt;br /&gt;
[[file:RainbowSixSiege m45 meusoc aim.jpg|thumb|none|600px|Aiming down the Novak night sights.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 1.jpg|thumb|none|600px|Reloading a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege m45 meusoc reloading 2.jpg|thumb|none|600px|Inserting another mag into the empty M45.]]&lt;br /&gt;
&lt;br /&gt;
==Makarov PM==&lt;br /&gt;
Though referred to as the improved PMM, the in-game pistol is actually the older [[Makarov PM]], and is issued to the Russian Spetsnaz. &lt;br /&gt;
Likely due to balancing, the weapon is ''obscenely'' powerful, its currently the most powerful sidearm in the game, short of magnum handguns like the S&amp;amp;W 586 and the SEALs' Desert Eagle.&lt;br /&gt;
&lt;br /&gt;
[[file:MakarovPM.jpg|thumb|none|300px|Russian Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[Image:Makarov PMM.jpg|thumb|none|300px|An actual 12-round Makarov PMM for comparison - 9x18mm Makarov]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM.jpg|thumb|600px|none|Makarov PM in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM holding.jpg|thumb|none|600px|The Makarov PM in the hands of Fuze.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM aim.jpg|thumb|none|600px|Aiming the PM.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 1.jpg|thumb|none|600px|Reloading. The animation is very fast, making up for the low magazine size.]]&lt;br /&gt;
[[file:RainbowSix Siege Makarov PMM reloading 2.jpg|thumb|none|600px|Dry reloading the Makarov.]]&lt;br /&gt;
[[file:RSS PM (1).jpg|thumb|none|600px|Using a shiny Makarov to remove some barbed wire.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P226 Mk 25==&lt;br /&gt;
The SAS faction uses the [[SIG-Sauer P226|SIG-Sauer P226 Mk 25]] as their default handgun of choice. The choice of this particular model is odd, as the military of the UK uses regular P226/P226R pistols under the &amp;quot;L105A1/A2&amp;quot; designation. It also predates the inclusion of a proper US Navy SEAL faction, who, in true tacticool fashion, were given the Desert Eagle as their sidearm instead. Although it should be noted that in-universe, Rainbow is a multinational spec-ops group with no set loadouts for their operators, so they would be theoretically free to use whatever armaments they see fit.&lt;br /&gt;
[[file:P226 Navy.jpg|thumb|350px|none|SIG-Sauer P226 Navy, this is the version used by the Navy SEALs, easily identifiable by the white anchor on the slide - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226.jpg|thumb|600px|none|SIG-Sauer P226 Mk 25 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 holding.jpg|thumb|none|600px|A recruit holds the P226 Mk 25.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 aim.jpg|thumb|none|600px|Iron sights of the P226.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 1.jpg|thumb|none|600px|Reloading the pistol.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG-Sauer P226 reloading 2.jpg|thumb|none|600px|Reloading from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 586==&lt;br /&gt;
The base game's lone revolver, the [[Smith &amp;amp; Wesson Model 586]] is available to the French GIGN. It appears as the &amp;quot;LFP586&amp;quot;. This weapon is likely standing in for the [[Manurhin MR-73]] revolver, which is used in real life by the French GIGN. Compared to their FNP-9, the Model 586 offers substantially greater stopping power per shot, but requires prime shot placement and well timed reloads to offset its stout recoil and low capacity. The only accessory available to the 586 is a laser aiming module mounted onto the trigger guard. &lt;br /&gt;
[[file:S&amp;amp;W586-6.jpg|thumb|none|350px|Smith &amp;amp; Wesson Model 586 with 6&amp;quot; barrel - .357 Magnum]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586.jpg|thumb|600px|none|Smith &amp;amp; Wesson Model 586 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 holding.jpg|thumb|none|600px|The S&amp;amp;W 586 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 aim.jpg|thumb|none|600px|Aiming the Model 586.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 1.jpg|thumb|none|600px|Hitting the revolver's ejector rod.]]&lt;br /&gt;
[[file:RainbowSix Siege Smith &amp;amp; Wesson Model 586 reloading 2.jpg|thumb|none|600px|Loading six rounds with the aid of a speed-loader.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W.jpg|thumb|none|600px|A GIGN recruit aims a Model 586 at Rook in the latter's introductory cinematic for a &amp;quot;Trust Exercise&amp;quot;, which involves shooting the trustee square in the chest to give them full confidence in their teammates and prototype &amp;quot;Rhino&amp;quot; armor plates.]]&lt;br /&gt;
[[File:RSS S&amp;amp;W-1.jpg|thumb|none|600px|Cocking the hammer...]]&lt;br /&gt;
&lt;br /&gt;
==Inglis Hi-Power==&lt;br /&gt;
The Inglis Hi-Power, a Canadian-manufactured version of the [[Browning Hi-Power]], is used by the Canadian JTF2 Operators that appeared in the Operation Black Ice expansion. It appears under the strange name &amp;quot;MK1 9mm&amp;quot;.&lt;br /&gt;
[[Image:Inglis Hi-Power.JPG|thumb|none|350px|Inglis Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:Cc-r6.siege-inglis-001.jpg|thumb|600px|none|Inglis Hi-Power in lobby.]]&lt;br /&gt;
[[File:RSSHipower.jpg|thumb|none|600px|The Hi-Power in Buck's hands.]]&lt;br /&gt;
[[File:RSSHipower-1.jpg|thumb|none|600px|Iron sight view of the Inglis.]]&lt;br /&gt;
[[File:RSSHipower-2.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[File:RSSHipower-3.jpg|thumb|none|600px|Slide released; ready to go.]]&lt;br /&gt;
&lt;br /&gt;
==Desert Eagle Mark XIX==&lt;br /&gt;
The classically absurd [[Desert Eagle Mark XIX]] is used by the Navy SEAL Operators added to the game with the Operation Dust Line expansion, and is also used by the Jaeger Corps operator Nøkk added in the Operation Phantom Sight expansion. Contrary to popular belief, the Desert Eagle has been issued to military forces. The Polish GROM (which appears in the game) as well as the Portuguese Special Operations Group both use the Desert Eagle. It appears as the &amp;quot;D-50&amp;quot;, similar to its name in other Ubisoft releases around the same time like ''[[Far Cry 3]]''. Originally released with a chrome default finish, the Operation Velvet Shell update changed the default finish to black.&lt;br /&gt;
&lt;br /&gt;
[[Image:Deser_Eagle_XIX_50AE_Picatinny.jpg|thumb|350px|none|MRI Desert Eagle Mark XIX - .50 AE]]&lt;br /&gt;
[[File:R6S-d50.jpg|thumb|600px|none|Old menu model of the Desert Eagle.]]&lt;br /&gt;
[[File:RainbowSixSiege-D50.jpg|thumb|600px|none|Current model of the weapon.]]&lt;br /&gt;
[[File:RSSDEagle.jpg|thumb|none|600px|&amp;quot;Having decided to forsake all sensible armament&amp;quot;, Blackbeard brandishes the chrome Desert Eagle.]]&lt;br /&gt;
[[File:RSSDEagle-1.jpg|thumb|none|600px|The non standard illuminated iron sights are nice and open, however.]]&lt;br /&gt;
[[File:RSSDEagle-2.jpg|thumb|none|600px|Performing a mid-magazine swap with the &amp;quot;Deagle.&amp;quot;]]&lt;br /&gt;
[[File:RSSDEagle-3.jpg|thumb|none|600px|Blackbeard dramatically ditches out an empty magazine...]]&lt;br /&gt;
[[File:RSSDEagle-4.jpg|thumb|none|600px|...and inserts a fresh one, 7 rounds of .50 Action Express, before finishing off with a tap of the slide release. Unlike the SEALs, Nøkk has a more subdued and simple pull-magazine-out-put-magazine-in empty reload animation, and finishes off the animation with a rack of the slide instead of using the slide release.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Melee.jpg|thumb|none|600px|The melee animation of the current Desert Eagle model, note the new color of the iron sights.]]&lt;br /&gt;
[[File:R6S New Desert Eagle Sights.jpg|thumb|none|600px|Aiming down the red &amp;amp; yellow irons.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta 92==&lt;br /&gt;
The [[Beretta 92]] is used by the BOPE Operators from the Operation Skull Rain expansion, labeled in-game as &amp;quot;PRB92.&amp;quot; Presumably, these pistols were intended to be vintage [[Taurus PT92]] handguns, but the rounded trigger guard and magazine release located on the butt of the grip are features of the first model Beretta 92. &lt;br /&gt;
&lt;br /&gt;
On another note, the defender Caveira wields a unique &amp;quot;Luison&amp;quot; version that comes pre-equipped with a mineral-based suppressor and fires non-lethal, subsonic rounds. Due to balancing, Lusion used to be able to deal ''more'' damage than a .50 caliber handcannon at close range before being nerfed down, where it now only deals slightly more damage than the Spetsnaz' Makarov (which is still a compact handcannon that puts all other non-magnum sidearms to shame).&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta92oldest.jpg|thumb|none|350px|Beretta 92, the first Beretta 92 Series model produced, noted by rounded trigger guard, butt located magazine release, and frame mounted safety (pre-decocking safety) - 9x19mm]]&lt;br /&gt;
[[Image:TaurusPT92AFEarlyFlipSide.jpg‎|thumb|none|350px|Taurus PT92AF, earliest model of the PT92 for comparison - 9x19mm]]&lt;br /&gt;
[[File:R6S-prb92.jpg|thumb|600px|none|The &amp;quot;PRB92&amp;quot; in the lobby. Note the rounded trigger guard, which has never been a feature of the Taurus series.]]&lt;br /&gt;
[[File:R6S-luison.jpg|thumb|600px|none|Luison in lobby.]]&lt;br /&gt;
[[File:RSSPt92.jpg|thumb|none|600px|The Beretta 92 in idle on the new Favelas map.]]&lt;br /&gt;
[[File:RSSPt92-1.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSPt92-2.jpg|thumb|none|600px|Caveira wields her 92 one handed while in &amp;quot;Silent-Step&amp;quot; mode. Note that the &amp;quot;custom suppressor&amp;quot; is just the same Osprey 9 as other pistols, wrapped in a mysterious shroud.]]&lt;br /&gt;
[[File:RSSPt92-3.jpg|thumb|none|600px|Capitão ejects a magazine, note the low button release. This leads to a rather flamboyant &amp;quot;holding the pistol as high as possible while dropping the mag&amp;quot; show of reloading.]]&lt;br /&gt;
[[File:RSSPt92-4.jpg|thumb|none|600px|Caveira racks the slide to chamber a round on her Luison. The alleged &amp;quot;non-lethal&amp;quot; rounds seem just as lethal as other pistols, though; its only difference is that it will only incapacitate targets (unless the victim is the last person alive on the enemy team) to allow Caveira a chance to interrogate them and expose the rest of the enemy's positions.]]&lt;br /&gt;
[[File:RSS Taurusactual.jpg|thumb|none|600px|One of the Skull Rain loading screens shows the actual PT92, however, a current production PT92AF to be precise.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer P229 Elite==&lt;br /&gt;
The [[SIG-Sauer P229|P229 Elite]] is used by the SAT Operators from the Operation Red Crow expansion, and also the Mexican FES operator Goyo from the Operation Ember Rise expansion. It appears as simply the &amp;quot;P229&amp;quot;.&lt;br /&gt;
[[Image:P229_Elite_Stainless.jpg|thumb|350px|none|SIG-Sauer P229 Elite - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:R6S-p229.jpg|thumb|600px|none|P229 in lobby. Note the Elite beavertail frame with front strap checkering.]]&lt;br /&gt;
[[File:RSSP229.jpg|thumb|none|600px|Hibana patrols the rooftop dojo, P229 Elite at the ready.]]&lt;br /&gt;
[[File:RSSP229ads.jpg|thumb|none|600px|Aiming the P229 Elite.]]&lt;br /&gt;
[[File:RSSP229-1.jpg|thumb|none|600px|Reloading. It predictably uses the same animations as the SAS's P226.]]&lt;br /&gt;
[[File:RSSP229-2.jpg|thumb|none|600px|Fresh mag-in, preparing to release the slide from empty.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch USP Compact==&lt;br /&gt;
The [[Heckler &amp;amp; Koch USP Compact]] is used by the GEO Operators from the Operation Velvet Shell expansion. It appears as the &amp;quot;USP40&amp;quot;.&lt;br /&gt;
[[Image:Usp40compact.jpg|thumb|350px|none|Heckler &amp;amp; Koch USP Compact - .40 S&amp;amp;W]]&lt;br /&gt;
[[File:RainbowSixSiege-USP40.jpg|thumb|600px|none|USP40 Compact in lobby. The pistol has a black Hogue grip sleeve, which combines with the default tan body and black slide to give it a somewhat three-tone appearance.]]&lt;br /&gt;
[[File:RSS USP40 1.jpg|thumb|none|600px|Jackal holds down a hallway with the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 2.jpg|thumb|none|600px|Aiming the USP40 Compact.]]&lt;br /&gt;
[[File:RSS USP40 3.jpg|thumb|none|600px|Mashing in a new magazine.]]&lt;br /&gt;
[[File:RSS USP40 4.jpg|thumb|none|600px|Followed by a tug of the slide, similar to the full-size USP used by the GSG-9 operators.]]&lt;br /&gt;
[[File:RSS USP40 5.jpg|thumb|none|600px|Melee bashing with the pistol.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QSZ-92==&lt;br /&gt;
The 9x19mm variant of the [[Norinco QSZ-92]] is used by the SDU Operators featured in the Operation Blood Orchid DLC, but with a lowered capacity of 10 rounds instead of 15. It appears as the &amp;quot;Q-929&amp;quot;.&lt;br /&gt;
[[Image:QSZ-92.jpg|thumb|350px|none|Norinco QSZ-92 - 9x19mm]]&lt;br /&gt;
[[File:R6S-q929.jpg|thumb|600px|none|QSZ-92 in lobby. Note the CF-07 marking on the slide. This is most likely modified from the CF-98 markings on export QSZ-92 pistols, but CF-07 is an actual (but very obscure) Chinese compact pistol derived from the QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (1).jpg|thumb|none|600px|SDU operative Lesion skulks around outside with his QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (2).jpg|thumb|none|600px|Aiming at a hostile ice cream truck.]]&lt;br /&gt;
[[File:RSS QSZ-92 (3).jpg|thumb|none|600px|Ying reloads her QSZ-92.]]&lt;br /&gt;
[[File:RSS QSZ-92 (4).jpg|thumb|none|600px|Reloading the pistol from empty.]]&lt;br /&gt;
[[File:RSS QSZ-92 (5).jpg|thumb|none|600px|Lesion whips a heroin packet with his sidearm.]]&lt;br /&gt;
&lt;br /&gt;
==PR-15 Ragun==&lt;br /&gt;
The Polish [[PR-15 Ragun]] was added to the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;RG15&amp;quot;, and is used by the GROM defender Ela and GROM attacker Zofia (who was released in Operation White Noise, the season after Blood Orchid). It features a permanently-attached SIG ROMEO1 reflex sight which was originally exclusive to this pistol in-game before the inclusion of the Taurus 4510PLYFS with the Italian GIS faction. Interestingly, pre-release renders of Ela showed her instead holding a [[SIG-Sauer P228]] with a red-dot sight.&lt;br /&gt;
[[File:ragunpistol.jpg|thumb|350px|none|PR-15 Ragun - 9x19mm]]&lt;br /&gt;
[[File:R6S-rg15.jpg|thumb|600px|none|PR-15 Ragun in lobby. A unique green colored laser, mounted in the guide rod, can be used as an upgrade for the pistol.]]&lt;br /&gt;
[[File:RSS PR-15 (1).jpg|thumb|none|600px|Ela looks down a corridor with the PR-15 Ragun.]]&lt;br /&gt;
[[File:RSS PR-15 (2).jpg|thumb|none|600px|Aiming down the ROMEO1 red dot sight.]]&lt;br /&gt;
[[File:RSS PR15 (3).jpg|thumb|none|600px|Reloading the PR-15 Ragun. Note the unusually large slide serrations.]]&lt;br /&gt;
[[File:RSS PR-15 (4).jpg|thumb|none|600px|Thumbing the slide release.]]&lt;br /&gt;
[[File:RSS PR-15 (5).jpg|thumb|none|600px|Meleeing with the PR-15.]]&lt;br /&gt;
&lt;br /&gt;
==CZ 75 Automatic==&lt;br /&gt;
The [[CZ 75 Automatic]] using 26 round magazines was added to the game with the Operation White Noise expansion. It is referred to as the &amp;quot;C75 Auto&amp;quot;, and is used by the 707th Special Mission Battalion operators. It is classified as Machine Pistol in-game.&lt;br /&gt;
&lt;br /&gt;
The weapon cannot accept any attachments beyond a silencer, despite having a rail on top of the sights, although it technically does come in with a compensator and vertical grip in the form of the spare magazine mounted on the lower frame (which is not usable for quick reloads and its also empty).&lt;br /&gt;
[[Image:Cz75fa.jpg|thumb|350px|none|CZ 75 Automatic - 9x19mm]]&lt;br /&gt;
[[File:R6S-c75auto.jpg|thumb|600px|none|CZ 75 Automatic in lobby.]]&lt;br /&gt;
[[File:RSS CZ75 (1).jpg|thumb|none|600px|Vigil points his CZ 75 Automatic at a suspect pantry.]]&lt;br /&gt;
[[File:RSS CZ75 (2).jpg|thumb|none|600px|Aiming down the sights. Despite the Picatinny rail that is part of the rear sight, it cannot accept other sight options, like the M9A1 in [[Call of Duty: Ghosts]].]]&lt;br /&gt;
[[File:RSS CZ75 (3).jpg|thumb|none|600px|Reloading in the presence of a Buddha.]]&lt;br /&gt;
[[File:RSS CZ75 (4).jpg|thumb|none|600px|Rechambering the CZ.]]&lt;br /&gt;
[[File:RSS CZ75 (5).jpg|thumb|none|600px|Melee-ing. The slide is locked back in this instance.]]&lt;br /&gt;
&lt;br /&gt;
==Taurus 4510PLYFS==&lt;br /&gt;
&lt;br /&gt;
The [[Taurus 4510PLYFS]] is a sidearm option for Italian GIS Operators Alibi and Maestro, added in Year 3 Season 2 Operation Para Bellum. It is a .410 shotgun revolver that holds 5 rounds. In ''Siege'', it is called the &amp;quot;Bailiff 410&amp;quot; and comes equipped with a fixed ROMEO1 reflex sight, just as the GROM's PR-15 Ragun does.&lt;br /&gt;
[[File:Taurus 4510Plyfs.jpg|thumb|350px|none|Taurus 4510PLYFS - .410 Bore]]&lt;br /&gt;
[[File:R6S Judge.jpg|thumb|none|600px|The &amp;quot;Bailiff 410&amp;quot; in the main menu. The Bailiff 410's laser mount is located on the right side of the revolver's custom grip, in a similar fashion to the PR-15.]]&lt;br /&gt;
[[File:R6S Judge Idle.jpg|thumb|none|600px|The Taurus 4510PLYFS in game.]]&lt;br /&gt;
[[File:R6S Judge Sights.jpg|thumb|none|600px|Aiming with the mini-reflex sight.]]&lt;br /&gt;
[[File:R6S Judge Reload 1.jpg|thumb|none|600px|Ejecting the spent .410 shells.]]&lt;br /&gt;
[[File:R6S Judge Reload 2.jpg|thumb|none|600px|Putting in new shells. Rather weirdly, there are different animations for non-empty and empty reloads (despite there being no open/closed bolt tracking on this gun nor the need to chamber anything), with the non-empty reload animation ending with a very un-Tom Clancylike flick to shut the cylinder, and the empty reload ending with the operator pushing it shut and giving it a spin, [[Half-Life 2|Gordon Freeman]]-style.]]&lt;br /&gt;
[[File:R6S Judge Melee.jpg|thumb|none|600px|Punching a table.]]&lt;br /&gt;
&lt;br /&gt;
==Chiappa Rhino 40DS==&lt;br /&gt;
The [[Chiappa Rhino 40DS]], referred to in-game as the &amp;quot;KERATOS .357&amp;quot; (&amp;quot;keratos&amp;quot; being Greek for &amp;quot;horn&amp;quot;), was added in Operation Para Bellum, and can be used by both Alibi and Maestro. It is rather bizarrely depicted as being capable of using a suppressor; with the exception of the [[Nagant M1895]], revolvers fitted with suppressors serve essentially no purpose, as the gases that escape through the gap between the cylinder and barrel would more or less completely negate any noise-reducing effects that the suppressor would otherwise have. This mistake is made even more bizarre by the fact that the game's 2 other revolvers, the [[Taurus 4510PLYFS]] and the [[Smith &amp;amp; Wesson Model 586]], are both correctly shown as being unable to use a suppressor.&lt;br /&gt;
[[File:Chiappa Rhino 4&amp;quot;.jpg|thumb|350px|none|Chiappa Rhino 40DS  (4&amp;quot; barrel version) - .357 Magnum]]&lt;br /&gt;
[[File:R6S-Rhino-1.jpg|thumb|none|600px|The Chiappa Rhino in the main menu. The markings read &amp;quot;.357 MAGNUM cal.&amp;quot; on the first line, &amp;quot;Made in Italy&amp;quot; on the second, and &amp;quot;76481&amp;quot; (presumably a serial number) on the third.]]&lt;br /&gt;
[[File:R6S-Rhino-2.jpg|thumb|none|600px|Maestro's view of the Rhino. What may appear to be some sort of underbarrel module is actually just the severed head of a stone statue sitting on the floor.]]&lt;br /&gt;
[[File:R6s-rhino-3.jpg|thumb|none|600px|Aiming down the Rhino's sights, which are a nice combination of green dots on the rear sight and a red fiber-optic insert in the front, though the lighting in this room makes the latter rather hard to see.]]&lt;br /&gt;
[[File:R6s-rhino-4.jpg|thumb|none|600px|Ejecting a set of spent cases from the cylinder...]]&lt;br /&gt;
[[File:R6s-rhino-5.jpg|thumb|none|600px|...and inserting 6 fresh rounds, with the help of a speedloader. The reload animation is pretty much identical to the S&amp;amp;W Model 586 reload animation.]]&lt;br /&gt;
[[File:R6s-rhino-6.jpg|thumb|none|600px|Pistol-whipping a table with the Rhino.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer 1911 TACOPS==&lt;br /&gt;
The [[SIG-Sauer 1911|SIG-Sauer 1911 TACOPS]] is the sidearm of Delta Force and GSUTR (&amp;quot;Grim Sky Urban Tactical Response Team&amp;quot;, the CTU added in Year 3 Season 3, Operation Grim Sky) Attacker Operator Maverick. It is equipped with Hogue grip panels and a worn tan finish. Compared to the M45 MEUSOC, the 1911 TACOPS does slightly less damage than the M45, but has the benefit of having one more round due to its 8-round magazine (and a total of 9 with one in the chamber).&lt;br /&gt;
&lt;br /&gt;
[[File:SIG-Sauer 1911 TACOPS.jpg|thumb|350px|none|SIG-Sauer 1911 TACOPS - .45 ACP]]&lt;br /&gt;
[[File:R6S-1911tacops.jpg|thumb|600px|none|The 1911 TACOPS in lobby. Uniquely, its suppressor shares the sand yellow tone as the rest of the gun.]]&lt;br /&gt;
[[FIle:1911tac1.jpg|thumb|600px|none|Maverick holding his 1911 TACOPS.]]&lt;br /&gt;
[[File:1911tacops2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:1911tacops3.jpg|thumb|600px|none|Removing the old magazine.]]&lt;br /&gt;
[[File:1911tacops4.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:1911tacops5.jpg|thumb|600px|none|Empty reload, removing the empty magazine.]]&lt;br /&gt;
[[File:1911tacops6.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[FIle:1911tacops7.jpg|thumb|600px|none|Flicking the slide release to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-10 C==&lt;br /&gt;
The [[CZ P-10 C]] is one of the sidearms available to the GSUTR and Metropolitan Police Service Defender Operator Clash added in Year 3 Season 3 Operation Grim Sky, as well as Secret Service operator Warden added in Y4S2 Operation Phantom Sight. It features a permanently-attached SIG ROMEO1 red dot sight like the [[PR-15 Ragun]], and a blue flat-faced HB Industries aftermarket trigger.&lt;br /&gt;
&lt;br /&gt;
[[File:Cz P-10 C OR.jpg|thumb|350px|none|CZ P-10 C with Trijicon RMR sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-p10c.jpg|thumb|600px|none|The P-10 C in lobby.]]&lt;br /&gt;
[[File:Clash1.jpg|thumb|600px|none|Clash holding her P-10 C.]]&lt;br /&gt;
[[File:Clash2.jpg|thumb|600px|none|Aiming through the affixed red-dot sight.]]&lt;br /&gt;
[[File:Clash7.jpg|thumb|600px|none|Removing a partly-empty magazine.]]&lt;br /&gt;
[[File:Clash3.jpg|thumb|600px|none|Inserting a new one.]]&lt;br /&gt;
[[File:Clash4.jpg|thumb|600px|none|The pistol's empty reload animation; Clash drops the mag out of her P-10 C...]]&lt;br /&gt;
[[File:Clash5.jpg|thumb|600px|none|...inserts a fresh one...]]&lt;br /&gt;
[[File:Clash6.jpg|thumb|600px|none|...and finishes by sling-shotting the slide to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==AMC Auto Mag==&lt;br /&gt;
The two Moroccan GIGR operators added in Operation Wind Bastion (the attacker Nomad and the defender Kaid) both have access to an [[AMC Auto Mag]] as their sole sidearm option. It goes by the rather generic moniker &amp;quot;.44 Mag Semi-Auto&amp;quot; in-game, and is fitted with Duane Short wood grips and a permanently-affixed low-power pistol scope, the only sidearm in the game to have a sight that grants x2.5 magnification.&lt;br /&gt;
&lt;br /&gt;
The Auto Mag is a rather bizarre choice; if the pistol's heavy weight, low magazine capacity, large size (especially with a scope mounted), and sharp recoil don't make it an impractical option for martial use (not unlike the Navy SEALs' equally ridiculous [[Desert Eagle Mark XIX]]), then its significant rarity (and correspondingly high price tag) and nigh-on unobtainable proprietary ammunition certainly do. That said, all these factors convinced Ubisoft that the gun is an unparalleled work of craftsmanship and turned it into a pocket DMR.&lt;br /&gt;
&lt;br /&gt;
[[File:Automag.jpg|thumb|none|350px|High-Standard-manufactured Auto Mag - .44 AMP]]&lt;br /&gt;
[[File:R6S_wpn_.44_Mag_Semi-Auto.jpg|thumb|600px|none|The Auto Mag in the lobby. Note that the barrel seems to be slightly longer than the one in the reference image (having 4 vents instead of 3), but is not as long as the real gun's alternate 10 inch barrel option, which also lacks the ribs. The barrel seems closer to that of the .22 LR Baby Auto Mag in some respects.]]&lt;br /&gt;
[[FIle:Automagr6s1.jpg|thumb|600px|none|Nomad points her Auto Mag towards the heavens, giving a good look at its well-polished finish.]]&lt;br /&gt;
[[File:Automagr6s2.jpg|thumb|600px|none|The scope of the Auto Mag, which went for a more representative approach rather than blacking out the borders like most games do. Holding a hard-kicking handgun with a scope this close to one's eye is generally not recommended for those who wish to retain their depth perception.]]&lt;br /&gt;
[[File:Automag3.jpg|thumb|600px|none|Removing an empty magazine, with one round in the chamber.]]&lt;br /&gt;
[[File:Automagr6s4.jpg|thumb|600px|none|When you've only got 7 rounds to a magazine, that extra one in the pipe can make all the difference. Especially when each one hits with the force of a small train.]]&lt;br /&gt;
[[File:Automagr6s5..jpg|thumb|600px|none|Ditching an empty magazine (not a wise choice - if the gun itself is unobtainium, then extra mags are its rarest isotope, Un-562.]]&lt;br /&gt;
[[File:Automagr6s 6.jpg|thumb|600px|none|Inserting a full magazine.]]&lt;br /&gt;
[[File:R6sautomag7.jpg|thumb|600px|none|Giving the bolt a quick tug to send it back into battery.]]&lt;br /&gt;
&lt;br /&gt;
==CZ P-09 in CAA Tactical RONI-G2==&lt;br /&gt;
Mozzie, the Australian defending operator added in the Operation Burnt Horizon expansion, can wield the &amp;quot;P10 RONI&amp;quot; as a primary weapon option under the submachine gun category; despite having &amp;quot;P10&amp;quot; in the name, it is actually a [[CZ P-09]], converted to full-auto and somehow mounted into a [[CAA Tactical RONI|CAA Tactical RONI-G2]] carbine conversion kit meant for [[Glock]] pistols. It lacks the spare magazine holder and the foregrip is absent by default, though the foregrip is reattached with the Angled Grip and Vertical Grip attachments. It has a unique Holographic Sight modeled after the Vortex Razor UH-1.&lt;br /&gt;
[[File:Roni P9.jpg|thumb|none|450px|CZ P-09 mounted in a CAA Tactical RONI-CZ - 9x19mm. The conversion kit meant for the P-09.]]&lt;br /&gt;
[[File:CAA RONI G2.jpg|thumb|none|450px|Glock 19 mounted in a CAA Tactical RONI-G2 For comparison.]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie P10 RONI.jpg|thumb|600px|none|Render of the &amp;quot;P10 RONI&amp;quot; from the Mozzie Cosplay Guide. Note that because its in a RONI-G2 kit meant for Glock pistols, the slide release is partially blocked on the CZ P-09.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI AngGrip.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Angled Grip attachment.]]&lt;br /&gt;
[[File:R6S wpn P10 RONI VertGrip Holo.jpg|thumb|600px|none|&amp;quot;P10 RONI&amp;quot; with Holographic Sight and Vertical Grip attachments.]]&lt;br /&gt;
[[File:R6sroni1.jpg|thumb|600px|none|The P10 Roni in game.]]&lt;br /&gt;
[[File:R6sroni2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6sroni3.jpg|thumb|600px|none|Removing magazine before its empty.]]&lt;br /&gt;
[[File:R6sroni4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6sroni5.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6sroni6.jpg|thumb|600px|none|Inserting fresh magazine.]]&lt;br /&gt;
[[File:R6sroni7.jpg|thumb|600px|none|Charging the gun.]]&lt;br /&gt;
&lt;br /&gt;
==Sphinx SDP Compact Duty==&lt;br /&gt;
The pistol sidearm option for both Australian SASR operators added in the Operation Burnt Horizon expansion is the [[Sphinx 3000|Sphinx SDP Compact Duty]] with a &amp;quot;Krypton&amp;quot; (OD green) frame, going by the name &amp;quot;SDP 9mm&amp;quot; in-game.&lt;br /&gt;
[[File:Sphinx SDP Compact Duty Black.jpg|thumb|none|350px|Sphinx SDP Compact Duty - 9x19mm]]&lt;br /&gt;
[[File:R6S_wpn_SDP_9mm.jpg|thumb|600px|none|The SDP in the lobby.]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=&lt;br /&gt;
This section primarily covers two in-game categories, Submachine Guns and Machine Pistols. As they're meant to fight in close quarters, SMGs are primarily used by the defenders, although a few are available to attackers. None are used by AI enemies in Terrorist Hunt.&lt;br /&gt;
&lt;br /&gt;
==FN P90 TR==&lt;br /&gt;
The [[FN P90 TR]] is available to the GIGN Defenders. It can be equipped with an extended barrel that turns it into a fully-automatic PS90 carbine. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:FN P90 Triple Rail (TR).jpg|thumb|none|450px|FN P90 TR - FN 5.7x28mm]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR.jpg|thumb|600px|none|FN P90 TR menu model. Note the grey material covering most of the magazine (it's presumably duct tape).]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR holding.jpg|thumb|none|600px|The P90 TR in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 1.jpg|thumb|none|600px|Reloading the P90.]]&lt;br /&gt;
[[file:RainbowSix Siege FN P90 TR reloading 2.jpg|thumb|none|600px|Chambering a new round. The &amp;quot;duct tape&amp;quot; is probably there to cover up the fact that Ubisoft didn't animate the rounds inside of it, but this seems unlikely as the small visible portion of the magazine is clearly solid tan.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5 MLI==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5 MLI]] is also usable by the GIGN Recruit and Defense operators. It appears as the &amp;quot;MP5&amp;quot;. Its one of the few SMGs capable of using an ACOG sight.&lt;br /&gt;
[[file:Heckler-Koch-MP5-MLI.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP5 MLI - updated with a triple-rail forearm, a quick-release-mount, and the new RAL8000 color scheme - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5 MLI in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 holding.jpg|thumb|none|600px|Holding the Heckler &amp;amp; Koch MP5 MLI.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 aim.jpg|thumb|none|600px|Aiming down the stock ironsights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 1.jpg|thumb|none|600px|Reloading the MP5.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5A3 reloading 2.jpg|thumb|none|600px|Thumbing the bolt, a rather downplayed variation on the HK Slap.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5K-PDW==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5K-PDW]] is available in the game. Its used by SAS recruits and Mute. Unlike the MP5 MLI and MP5SD, it is not capable of using an ACOG sight.&lt;br /&gt;
[[file:MP5K-PDW.jpg|thumb|none|450px|MP5K-PDW with its extended barrel with 3 lugs &amp;amp; folding stock - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP5K-PDW in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 holding.jpg|thumb|none|600px|The MP5K-PDW in the hands of a SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 1.jpg|thumb|none|600px|Changing magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP5K-PDW1 reloading 2.jpg|thumb|none|600px|About to push the bolt into battery.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP7A1==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP7A1]] is issued to the GSG-9 Defense Recruit and Bandit. It has a 30 round magazine capacity despite being modeled with the 40 round magazine. At launch, the charging handle was for some reason modeled to be permanently in its pulled back position, even visible on HUD icons; this error was fixed in &amp;quot;Operation Black Ice&amp;quot; update. In of the Dust Line update, the carabiner clipped to the rear sling mount was removed in favor of a &amp;quot;charm&amp;quot; mount instead.&lt;br /&gt;
[[file:MP7 40rdmag.jpg|thumb|none|450px|Heckler &amp;amp; Koch MP7A1 with Zeiss Z-Point red dot sight and 40-round magazine - 4.6x30mm]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1.jpg|thumb|600px|none|Heckler &amp;amp; Koch MP7A1 in lobby (Before &amp;quot;Operation Black Ice&amp;quot; update).]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 holding.jpg|thumb|none|600px|In-game view of the pre-&amp;quot;Black Ice&amp;quot; MP7A1.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 aim.jpg|thumb|none|600px|Aiming through the MP7's iron sights. Similar to [[Medal_of_Honor:_Warfighter#Heckler_.26_Koch_MP7A1|Medal of Honor: Warfighter]], the sights are in the raised position.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch MP7A1 reloading 2.jpg|thumb|none|600px|Pressing the bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch UMP45==&lt;br /&gt;
The [[Heckler &amp;amp; Koch UMP45]] is used by the FBI Defenders. The charging handle incorrectly locks back on its own when the magazine is emptied, similar to the MP5 in ''[[Far Cry 3]]'' and ''[[Far Cry 4]]''. It has a three-round burst mode; the real UMP45 only has a two-round burst mode.&lt;br /&gt;
[[file:UMP 45.jpg|thumb|none|450px|Heckler &amp;amp; Koch UMP45 - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45.jpg|thumb|600px|none|The Heckler &amp;amp; Koch UMP45 in the lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 holding.jpg|thumb|none|600px|First-person view of the UMP45.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch UMP45 reloading 2.jpg|thumb|none|600px|Cocking the UMP.]]&lt;br /&gt;
&lt;br /&gt;
==PP-19-01 Vityaz-SN==&lt;br /&gt;
The [[PP-19-01 Vityaz]] appears as the &amp;quot;9×19VSN&amp;quot; and is available to Spetsnaz defenders Tachanka and Kapkan, as well as the Recruit on defense. It is heavily customized with Zenitco furniture, including a B-13 optic mount that remains permanently on the weapon, optic on or off.&lt;br /&gt;
[[File:VityazsnOSN.jpg|thumb|none|450px|PP-19-01 Vityaz-SN with Zenit accessories - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN.jpg|thumb|600px|none|Vityaz-SN menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN holding.jpg|thumb|none|600px|The Vityaz-SN in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN aim.jpg|thumb|none|600px|Iron sights. Note the B-13 despite no optic being equipped.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 1.jpg|thumb|none|600px|Removing a magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege PP-19-01 Vityaz-SN reloading 2.jpg|thumb|none|600px|Reaching for the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==MAC-10==&lt;br /&gt;
A [[MAC-10]] with the upper receiver of a MasterPiece Arms MPA10SST appears as the &amp;quot;SMG-11,&amp;quot; as in ''[[Watch_Dogs]]''. The shape of the ejection port denotes it as the .45 ACP version. It is one of the few secondary SMGs available, and is used by all SAS members except Thatcher, as well as Peruvian Operator Amaru.&lt;br /&gt;
&lt;br /&gt;
The weapon uses a 30-round magazine, but for balancing reasons it only has half that at 16 rounds.&lt;br /&gt;
[[File:MPA10SST-2.jpg|thumb|none|350px|MasterPiece Arms MPA10SST with safety extension - .45 ACP]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11.jpg|thumb|600px|none|The &amp;quot;SMG-11&amp;quot; in the lobby; note the stock similar to a [[Micro Uzi]]'s.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 holding.jpg|thumb|none|600px|The MPA modified MAC-10 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 2.jpg|thumb|none|600px|Opening the bolt on the M10. For balancing reasons, that large magazine only holds 16 rounds, and despite having a proper animation for an open bolt gun, it still tracks +1 round in the chamber incorrectly.]]&lt;br /&gt;
[[file:RainbowSix Siege MAC-11 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;SMG-12&amp;quot;===&lt;br /&gt;
The &amp;quot;SMG-12&amp;quot; is a sidearm available to the Korean 707th SMB Operators and US Secret Service Operator Warden. It appears to be a further development of the SAS's &amp;quot;SMG-11&amp;quot;. It appears to have the general receiver design of the MasterPiece Arms MPA935SST, the trigger guard of the MasterPiece Arms MPA930DMG, a wire stock, and a large KeyMod foreend with rail bits. It was initially integrally suppressed, although this feature was removed in the first Year 3 patch. &lt;br /&gt;
&lt;br /&gt;
While weaker than the SMG-11 due to its smaller cartridge; it has the benefit of having a 32-round magazine and the ability to use an angled foregrip to increase ADS speed.&lt;br /&gt;
&lt;br /&gt;
[[File:Mpa935SST.jpg|thumb|none|350px|MasterPiece Arms MPA935SST - 9x19mm]]&lt;br /&gt;
[[File:MPA930DMG.jpg|thumb|none|400px|MasterPiece Arms MPA930DMG - 9x19mm]]&lt;br /&gt;
[[File:R6S-smg12.jpg|thumb|600px|none|The &amp;quot;SMG-12&amp;quot; in lobby.]]&lt;br /&gt;
[[File:RSS MPA (1).jpg|thumb|none|600px|Dokkaebi rappels off a tower in Seoul, &amp;quot;SMG-12&amp;quot; in hand.]]&lt;br /&gt;
[[File:RSS MPA (2).jpg|thumb|none|600px|Aiming down the sights while in an elevator shaft.]]&lt;br /&gt;
[[File:RSS MPA (3).jpg|thumb|none|600px|Opening the bolt of the &amp;quot;SMG-12&amp;quot;.]]&lt;br /&gt;
[[File:RSS MPA (4).jpg|thumb|none|600px|Inserting a new MPA-style MAC-10 magazine. Warden's SMG-12 reload animation is similar to the basic animation, just with a bit more flair.]]&lt;br /&gt;
[[File:RSS MPA (5).jpg|thumb|none|600px|The SMG-12's melee animation, as seen here with Dokkaebi pistol-whipping a light fixture.]]&lt;br /&gt;
&lt;br /&gt;
==Magpul FMG-9==&lt;br /&gt;
The [[Magpul FMG-9]] is available in the game, and is used by SAS operator Smoke and the SAS Defender Recruit. It has also recently been available to Jaeger Corps operator Nøkk who is on the attacker's side, making it the second available primary SMG available to attackers, after Jackal's UDP-9.&lt;br /&gt;
&lt;br /&gt;
The weapon performs similarly to the MP5-K, but with worse damage drop-off at range. A strange fact when you consider that the FMG-9 has a longer barrel than the MP5K.&lt;br /&gt;
&lt;br /&gt;
[[file:MagpulFMG-9.jpg|thumb|none|450px|Magpul FMG-9 in open form - 9x19mm]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9.jpg|thumb|600px|none|Magpul FMG-9 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 holding.jpg|thumb|none|600px|The player character holding a Magpul FMG-9.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege Magpul FMG-9 reloading 2.jpg|thumb|none|600px|Thumbing the internal slide release.]]&lt;br /&gt;
&lt;br /&gt;
==C1 Submachine Gun==&lt;br /&gt;
The [[Sterling SMG|C1 Submachine Gun]], the Canadian variant of the Sterling Mk.4 Submachine Gun, has been available in the game since the Operation Black Ice expansion was released. It is referred to as the &amp;quot;9mm C1&amp;quot;, and is exclusive to the JTF-2 Defender Frost.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a suppressor or extended barrel that turns it into a carbine. Additionally, its one of the few SMGs that can't use a vertical grip and can only use an angled foregrip (although due to its low recoil and slow firing rate; it still remains stable even at full auto).&lt;br /&gt;
&lt;br /&gt;
[[File:C1-smg.jpg|thumb|none|450px|C1 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[File:Cc-r6.siege-sterling-001.jpg|thumb|600px|none|The C1 in the customization screen.]]&lt;br /&gt;
[[File:RSSSterling.jpg|thumb|none|600px|Prior to the Skull Rain DLC, Frost used to wield her C1 SMG improperly by gripping the magazine, which is a great way to damage the magazine and the well.]]&lt;br /&gt;
[[File:RSSSterling-1.jpg|thumb|none|600px|Iron sight view of the C1 Submachine Gun.]]&lt;br /&gt;
[[File:RSSSterling-2.jpg|thumb|none|600px|Locking the bolt back on a full reload.]]&lt;br /&gt;
[[File:RSSC1smg.jpg|thumb|none|600px|After the Skull Rain DLC was released, Frost was updated to grip the C1 SMG properly by the heat shield.]]&lt;br /&gt;
[[File:RSSC1smg-1.jpg|thumb|none|600px|Reloading the C1 SMG. It still inaccurately tracks +1 in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer MPX==&lt;br /&gt;
The [[SIG-Sauer MPX]] is one of the weapons available to the Navy SEAL operator Valkyrie and the Secret Service operator Warden, simply referred to in-game as the &amp;quot;MPX&amp;quot;. It is a cross between the prototype version and the Gen 1 model, as it has the left-side receiver components of the former, but with the right-side receiver components, 8&amp;quot; barrel, and telescoping stock of the latter.&lt;br /&gt;
[[File:MPX SS2013.jpg|thumb|none|450px|SIG-Sauer MPX, prototype model - 9x19mm]]&lt;br /&gt;
[[File:MPX Gen 1.jpg|thumb|none|450px|SIG-Sauer MPX, Gen 1 - 9x19mm]]&lt;br /&gt;
[[file:R6S-mpx.jpg|thumb|600px|none|MPX in lobby.]]&lt;br /&gt;
[[File:RSSMPX.jpg|thumb|none|600px|Valkyrie wields the SIG MPX.]]&lt;br /&gt;
[[File:RSSMPX-1.jpg|thumb|none|600px|ADS view of the MPX.]]&lt;br /&gt;
[[File:RSSMPX-2.jpg|thumb|none|600px|Valkyrie rather dramatically pitches the gun upwards when swapping magazines.]]&lt;br /&gt;
[[File:RSSMPX-3.jpg|thumb|none|600px|She then turns the gun over to yank the charging handle.]]&lt;br /&gt;
[[File:RSS MPX (1).jpg|thumb|none|600px|With determination, Warden outdoes Valkyrie with his MPX manual-of-arms. Note how the safety and the upper part of the magwell are those of an MPX prototype, in contrast to the right side shown below.]]&lt;br /&gt;
[[File:RSS MPX (2).jpg|thumb|none|600px|Neither one of them has quite figured out how to use the bolt release paddle though. As an additional trivia, Warden has unique sprint animations for all of his weapons, different from the standard gun to the side sprint animation. For most weapons, including the MPX, he sprints with the gun in one hand, pointed upwards. For his other primary, the M590A1, he sprints with the gun sideways and tilted. Here we can see the ejection port, mag release and ambidextrous bolt catch of an MPX Gen 1.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta PM12S==&lt;br /&gt;
The [[Beretta M12]], with the stock extended, is one of the weapons available to the BOPE defender Caveira. As with other open bolt weapons in-game, it is incorrectly portrayed as having an additional round in the chamber.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a long carbine-length barrel.&lt;br /&gt;
[[File:BerettaPM12S.jpg|thumb|none|450px|Beretta PM12S - 9x19mm]]&lt;br /&gt;
[[File:R6S-m12.jpg|thumb|600px|none|M12 in lobby.]]&lt;br /&gt;
[[File:RSSM12.jpg|thumb|none|600px|The PM12S inside a favela laundry.]]&lt;br /&gt;
[[File:RSSM12-1.jpg|thumb|none|600px|ADS of the PM12S.]]&lt;br /&gt;
[[File:RSSM12-2.jpg|thumb|none|600px|Reloading the Beretta PM12S. Note the safety marking is printed opposite of the Beretta model; this actually matches the Taurus MT-12AD produced in Brazil.]]&lt;br /&gt;
[[File:RSSM12-3.jpg|thumb|none|600px|Locking the bolt back, which apparently chambers a fresh round according to Rainbow logic.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch MP5SD2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch MP5SD|Heckler &amp;amp; Koch MP5SD2]] is one of the weapons available to the SAT Defender Echo. It is referred to as the &amp;quot;MP5SD&amp;quot;. The weapon performs similarly like the MP5 MLI, but is equipped with a built-in suppressor that does not reduce its damage.&lt;br /&gt;
[[Image:MP5SD2.jpg|thumb|none|451px|Heckler &amp;amp; Koch MP5SD2 - 9x19mm]]&lt;br /&gt;
[[File:R6S-mp5sd.jpg|thumb|600px|none|MP5SD in lobby. Note the original SEF trigger group indicating the model being MP5SD2. A KAC M4 RIS is also attached by steel hose clamps to the handguard.]]&lt;br /&gt;
[[File:RSSMP5SD.jpg|thumb|none|600px|Looking a high tech display of some Tokyo towers.]]&lt;br /&gt;
[[File:RSSMP5SDads.jpg|thumb|none|600px|Iron sights of the MP5SD2.]]&lt;br /&gt;
[[File:RSSMP5SD-1.jpg|thumb|none|600px|Locking the bolt back, same as the other faction's MP5 variants.]]&lt;br /&gt;
[[File:RSSMP5SD-2.jpg|thumb|none|600px|Fresh magazine loaded...]]&lt;br /&gt;
[[File:RSSMP5SD-3.jpg|thumb|none|600px|...and the aftermath of a gentle HK-slap.]]&lt;br /&gt;
[[File:RSSMP5SD-4.jpg|thumb|none|600px|Melee animation.]]&lt;br /&gt;
&lt;br /&gt;
==Minebea M-9==&lt;br /&gt;
The [[Minebea M-9]] is one of the few secondary SMGs available and usable by both Japanese SAT Operators: Hibana and Echo. It is referred to as the &amp;quot;Bearing 9&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[File:Minebea_M-9_submachine_gun_(New).jpg|thumb|none|450px|Minebea M-9 - 9x19mm]]&lt;br /&gt;
[[File:R6S-bearing9.jpg|thumb|600px|none|&amp;quot;Bearing 9&amp;quot; in lobby. Minebea stands for &amp;quot;Nippon Miniature Bearing Company,&amp;quot; which likely explains the odd in-game designation.]]&lt;br /&gt;
[[File:RSSM-9.jpg|thumb|none|600px|Echo observes some more traditional Japanese fighting gear, Minebea M-9 in hand.]]&lt;br /&gt;
[[File:RSSM-9ads.jpg|thumb|none|600px|Aiming the M-9.]]&lt;br /&gt;
[[File:RSSM-9-1.jpg|thumb|none|600px|Reloading, basically the same procedure as seen on the M11.]]&lt;br /&gt;
[[File:RSS-M-9-2.jpg|thumb|none|600px|Charging the M-9, ''Modern Warfare'' style (although Echo at least has the decency to use the vertical foregrip).]]&lt;br /&gt;
[[File:RSSM-9-3.jpg|thumb|none|600px|Breaking in to one of the display cases.]]&lt;br /&gt;
[[File:RSS M-9 4.jpg|thumb|none|600px|The empty reload animation actually changes when an optic is mounted on the M-9, another nice detail.]]&lt;br /&gt;
&lt;br /&gt;
==Angstadt Arms UDP-9==&lt;br /&gt;
The [[Angstadt Arms UDP-9]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;PDW9&amp;quot;, and is used by the GEO operator Jackal, initially the only primary SMG available to the attacking side until the introduction of Nøkk who is armed with an FMG-9. It feeds from KCI 50-round 9mm Glock drum magazines (also known by other imported rebranded names such as SGM Tactical drum mags) and has a Rainier Arms ambidextrous charging handle. It has a burst mode in-game, which the real UDP-9 lacks.&lt;br /&gt;
&lt;br /&gt;
[[File:UDP-9 PDW.jpg|thumb|450px|none|Angstadt Arms UPD-9 PDW - 9x19mm]]&lt;br /&gt;
[[File:RainbowSixSiege-PDW9.jpg|thumb|600px|none|PDW9 in lobby.]]&lt;br /&gt;
[[File:RSS UDP-9 1.jpg|thumb|none|600px|The Angstadt Arms UDP-9 in idle.]]&lt;br /&gt;
[[File:RSS UDP-9 2.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS UDP-9 3.jpg|thumb|none|600px|Sliding in a new drum.]]&lt;br /&gt;
[[File:RSS UDP-9 4.jpg|thumb|none|600px|Chambering a round. Note that the bolt is static though, and doesn't move.]]&lt;br /&gt;
[[File:RSS UDP-9 5.jpg|thumb|none|600px|Bashing a drink glass with the collapsible stock.]]&lt;br /&gt;
&lt;br /&gt;
==TDI Vector==&lt;br /&gt;
A Gen I / Gen II hybrid [[TDI Vector]] is available in the game with the Operation Velvet Shell expansion. It is referred to as the &amp;quot;Vector .45 ACP&amp;quot; (the same name it goes by in the ''Far Cry'' games), and is available to GEO operator Mira and Mexican Fuerzas Especiales operator Goyo. It holds 25 + 1 rounds, and has an additional 2-round burst firing mode like in reality.&lt;br /&gt;
&lt;br /&gt;
[[Image:KRISSVectorBlank.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector - .45 ACP]]&lt;br /&gt;
[[Image:KRISS VECTOR GEN-II CRB BL-PL.jpg|thumb|none|450px|Gen II KRISS USA Vector CRB Enhanced - .45 ACP]]&lt;br /&gt;
[[File:RainbowSixSiege-Vector45acp.jpg|thumb|600px|none|Vector .45 ACP in lobby. Note the Magpul UBR stock, the magazine assist, and that it has the Gen II stock adaptor and pistol grip, but a Gen I trigger.]]&lt;br /&gt;
[[File:RSS Vector 1.jpg|thumb|none|600px|Mira observes both sides of her one-way window gadget in the resort's courtyard, Vector in hand.]]&lt;br /&gt;
[[File:RSS Vector 2.jpg|thumb|none|600px|Aiming; it uses the same iron sights as the GSG-9's M870 shotgun.]]&lt;br /&gt;
[[File:RSS Vector 3.jpg|thumb|none|600px|Dropping a spent magazine.]]&lt;br /&gt;
[[File:RSS Vector 4.jpg|thumb|none|600px|Inserting a new one.]]&lt;br /&gt;
[[File:RSS Vector 5.jpg|thumb|none|600px|Charging the Vector.]]&lt;br /&gt;
[[File:RSS Vector 6.jpg|thumb|none|600px|Attacking the floorboards with the UBR stock.]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;V308&amp;quot;===&lt;br /&gt;
A fictional 7.62x51mm NATO version appears as the primary choice for GIGN CBRN specialist Lion, of the Operation Chimera expansion. It bears a strong resemblance to the sci-fi weapon design &amp;quot;HK G56&amp;quot; by concept artist AlexJJessup, and uses an X Products type drum magazine, similar to the X-91 already used by the G8A1 in-game, though this one is adapted for the fictional .308 Vector magwell. It is referred to as the &amp;quot;V308&amp;quot;.&lt;br /&gt;
[[File:R6S-v308.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in lobby.]]&lt;br /&gt;
[[File:R6S V308 2.jpg|thumb|600px|none|&amp;quot;V308&amp;quot; in game being held by Lion.]]&lt;br /&gt;
[[File:R6S V308 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S V308 4.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S V308 5.jpg|thumb|600px|none|Inserting a fresh 50 round drum.]]&lt;br /&gt;
[[File:R6S V308 6.jpg|thumb|600px|none|Lion moves to hit the bolt release with the palm of his hand.]]&lt;br /&gt;
[[File:R6S V308 7.jpg|thumb|600px|none|Hitting the ground with the Magpul stock.]]&lt;br /&gt;
&lt;br /&gt;
==Jianshe CS/LS2==&lt;br /&gt;
The [[QCW-05#Jianshe CS/LS2|Jianshe CS/LS2]] is one of the weapons available to the SDU Defender Lesion. It is referred to as the &amp;quot;T-5 SMG&amp;quot;, and is depicted with an incorrect closed bolt operation.&lt;br /&gt;
[[Image:JS05.jpg|thumb|none|450px|Jianshe CS/LS2 - 9x19mm]]&lt;br /&gt;
[[File:R6S-t5smg.jpg|thumb|600px|none|Jianshe CS/LS2 in lobby. Note the weird rail bits added to the side of gun. The Chinese text on the magazine well reads &amp;quot;Warning: Read Operating Manual before Use&amp;quot;]]&lt;br /&gt;
[[File:RSS JS-9 (1).jpg|thumb|none|600px|Lesion looks at a wall with his CS/LS2.]]&lt;br /&gt;
[[File:RSS JS-9 (2).jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSS JS-9 (3).jpg|thumb|none|600px|Tossing out a spent magazine.]]&lt;br /&gt;
[[File:RSS JS-9 (4).jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS JS9 (5).jpg|thumb|none|600px|Bashing with the CS/LS2. Note the spent magazine on the floor.]]&lt;br /&gt;
&lt;br /&gt;
==CZ Scorpion Evo 3 S1 Carbine==&lt;br /&gt;
The [[CZ_Scorpion_Evo_3_series#CZ_Scorpion_Evo_3_A1|CZ Scorpion Evo 3 S1 Carbine]], a civilian variant of the Scorpion Evo 3 A1, is one of the primary weapons available to the GROM Defender Ela. Unlike its real-world counterpart, (a civilian semi-auto carbine), it fires full-auto in-game like a standard Evo 3 A1; interestingly, it is modeled with the correct fire selector for such a weapon, rather than the 2-position safe-semi selector of the S1.  It uses magazines fitted with CZ Custom magazine extensions; this initially gave them a correct (and, as many players complained, completely overpowered) capacity of 50 rounds, but this was later reduced to 40, for balance reasons. It also sports a HB Industries THETA trigger and charging handle in a bright green color, and the extended receiver features Picatinny rails on the M-LOK slots.&lt;br /&gt;
[[File:CZ Scorpion EVO 3 S1 Carbine Muzzle Brake.jpg|thumb|none|450px|CZ Scorpion EVO 3 S1 Carbine with muzzle brake - 9x19mm]]&lt;br /&gt;
[[File:CZ SCORPION EVO 3 A1.jpg|thumb|none|350px|CZ Scorpion Evo 3 A1 - 9x19mm]]&lt;br /&gt;
[[File:R6S-scorpionevo3a1.jpg|thumb|600px|none|The &amp;quot;Scorpion Evo 3 A1&amp;quot; in the menu. Note the threadless barrel (although the flash hider attachment gives it the factory Evo 3 A1 flash hider) and sand-colored finish that is faded on the mag and grip. Also note the oddly segmented rails on the top and bottom of the weapon.]]&lt;br /&gt;
[[File:RSS Scorpion (1).jpg|thumb|none|600px|The Evo 3 S1 Carbine in idle.]]&lt;br /&gt;
[[File:RSS Scorpion (2).jpg|thumb|none|600px|Aiming the Scorpion.]]&lt;br /&gt;
[[File:RSS Scorpion (3).jpg|thumb|none|600px|Reloading, in-between magazines. Here, both the weapon's name and the 4-position fire selector are clearly visible.]]&lt;br /&gt;
[[File:RSS Scorpion (4).jpg|thumb|none|600px|On empty reloads, Ela locks the charging handle back...]]&lt;br /&gt;
[[File:RSS Scorpion (5).jpg|thumb|none|600px|...changes magazines...]]&lt;br /&gt;
[[File:RSS Scorpion (6).jpg|thumb|none|600px|And drives it home with more thorough HK-slap than the gentle tap seen on the [[MP5]] variants.]]&lt;br /&gt;
[[File:RSS Scorpion (7).jpg|thumb|none|600px|Meleeing with the Scorpion Evo 3.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta Mx4 Storm==&lt;br /&gt;
The [[Beretta Mx4 Storm]] is a submachine-gun available to Italian GIS operator: Alibi, who was added during Operation Para Bellum.&lt;br /&gt;
&lt;br /&gt;
[[File:Beretta Mx4 Storm.jpg|thumb|none|450px|Beretta Mx4 Storm - 9x19mm]]&lt;br /&gt;
[[File:R6S Mx4 Storm.jpg|thumb|none|600px|The Mx4 in the lobby. Note the strange top rail - the standard full-length rail is replaced with a different system, which then has a normal Picatinny rail attached to it anyways. Also note the shortened rear sight.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Idle.jpg|thumb|none|600px|The Mx4 in Alibi's hands. It only seems fitting to show this weapon in the map that was released in the same DLC as it - Villa.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Sights.jpg|thumb|none|600px|The submachine gun's iron sights; looking just below the rear sight reveals a folded-down aperture sight; sadly, this isn't selectable in-game.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 1.jpg|thumb|none|600px|Dropping a spent magazine out of the Mx4. Note the non-standard round charging handle.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Reload 2.jpg|thumb|none|600px|Sending the bolt into battery with a quick flick of the bolt release.]]&lt;br /&gt;
[[File:R6S Mx4 Storm Melee.jpg|thumb|none|600px|The Mx4's melee attack animation, which shows off the weapon's seldom-seen stock and right-hand side.]]&lt;br /&gt;
&lt;br /&gt;
==Brügger &amp;amp; Thomet MP9-N==&lt;br /&gt;
The [[Brügger &amp;amp; Thomet MP9|Brügger &amp;amp; Thomet MP9-N]] is one of the sidearms available to the SCO19 (and GSUTR) operator Clash (her primary weapon is the CCE Shield, meaning that she only has firearms as secondary options), added in Operation Grim Sky. It is referred to as the &amp;quot;SPSMG9&amp;quot;, uses 20-round magazines, features a permanently attached red dot sight, and is locked in two-round burst fire mode.&lt;br /&gt;
&lt;br /&gt;
A future update removed the two-round burst and allowed it to fire on full-auto, making it a true secondary machine pistol.&lt;br /&gt;
[[Image:BuT MP9N.jpeg|thumb|none|450px|Brügger &amp;amp; Thomet MP9-N with Aimpoint Micro TL sight - 9x19mm]]&lt;br /&gt;
[[File:R6S-spsmg9.jpg|thumb|600px|none|Brügger &amp;amp; Thomet MP9 in lobby. The suppressor model uses the correct proprietary B&amp;amp;T version and the &amp;quot;flash hider&amp;quot; uses the classic TMP muzzle device.]]&lt;br /&gt;
[[FIle:Spsmg.jpg|thumb|600px|none|Clash holding her SPSMG9.]]&lt;br /&gt;
[[File:Spsmg 2.jpg|thumb|600px|none|Aiming downsights.]]&lt;br /&gt;
[[FIle:Spsmg 4.jpg|thumb|600px|none|Mid-reload.]]&lt;br /&gt;
[[File:SPSMG 3.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Spsmg5.jpg|thumb|600px|none|Empty-reload.]]&lt;br /&gt;
[[File:Spsmg 6.jpg|thumb|600px|none|Inserting a new mag from empty.]]&lt;br /&gt;
[[File:Spsmg 7.jpg|thumb|600px|none|Pulling the charging handle back to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A3 9mm XS==&lt;br /&gt;
The [[Steyr AUG A3 9mm XS]] is one of the weapons available to the Moroccan GIGR Defender Kaid added in Operation Wind Bastion. It is referred to as the &amp;quot;AUG A3&amp;quot;. It bizarrely has a capacity of 31 + 1.&lt;br /&gt;
[[File:AUG A3 9mm XS.jpg|thumb|none|450px|Steyr AUG A3 9mm XS - 9x19mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_kaid_AUG_A3.jpg|thumb|600px|none|An officially-released render of the &amp;quot;AUG A3&amp;quot; from Ubisoft's Kaid Cosplay Guide. Note the interesting skeletonized upper rail segment; compare with the image above.]]&lt;br /&gt;
[[File:R6S_wpn_AUG_A3.jpg|thumb|600px|none|The AUG A3 9mm XS in the lobby; this menu was updated with the release of Operation Wind Bastion.]]&lt;br /&gt;
[[File:Auga31.jpg|thumb|600px|none|The AUG A3 in the hands of Kaid.]]&lt;br /&gt;
[[File:Auga32.jpg|thumb|600px|none|Aiming down the submachine gun's sights.]]&lt;br /&gt;
[[File:Auga33.jpg|thumb|600px|none|Removing a dry magazine...]]&lt;br /&gt;
[[File:Auga34.jpg|thumb|600px|none|...inserting a fresh one...]]&lt;br /&gt;
[[File:Auga36.jpg|thumb|600px|none|...and finishing a reload by pulling back the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Colt 9mm Submachine Gun==&lt;br /&gt;
The [[Colt 9mm Submachine Gun]], specifically the R0991 model, is available as a primary option for the Australian defensive operator Mozzie added in Operation Burnt Horizon. It is modeled with a fixed stock, similarly to the R6430 model. It is referred to in-game as the &amp;quot;Commando 9&amp;quot;, and holds 25 + 1 rounds. Bizarrely, it is currently incorrectly classified as an assault rifle, like the HK416-C (and unlike the K1A), even though it doesn't even have the stats to match its classification.&lt;br /&gt;
[[File:Colt R0991.jpg|thumb|none|450px|Colt 9mm Submachine Gun (R0991) - 9x19mm]]&lt;br /&gt;
[[File:R6S cosplay guide mozzie Commando 9.jpg|thumb|600px|none|Render of the &amp;quot;Commando 9&amp;quot; from Mozzie Cosplay Guide. Note the rail-mounted carry handle, fixed stock, round handguard, and an extra bit of rails on the handguard.]]&lt;br /&gt;
[[File:R6S wpn Commando 9.jpg|thumb|600px|none|The &amp;quot;Commando 9&amp;quot; in the lobby.]]&lt;br /&gt;
[[File:R6sCommando1.jpg|thumb|600px|none|Mozzie holding his &amp;quot;Commando 9&amp;quot; in game.]]&lt;br /&gt;
[[File:R6scommando2.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6scommando3.jpg|thumb|600px|none|Mozzie flipping the gun to shot the magazine out and catch it.]]&lt;br /&gt;
[[File:R6scommando4.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6scommando5.jpg|thumb|600px|none|Flipping the gun to throw out an empty magazine.]]&lt;br /&gt;
[[File:R6scommando6.jpg|thumb|600px|none|Inserting a new fully loaded magazine.]]&lt;br /&gt;
[[File:R6scommando7.jpg|thumb|600px|none|Hitting the bolt release to chamber round.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles &amp;amp; Carbines=&lt;br /&gt;
With the exception of the HK416C and Daewoo K1A, these weapons are only usable by Attackers in Multiplayer. This large category of weapons is also sub-divided into Assault Rifles and Marksman Rifles in-game, the latter of which all fire semi-auto only.&lt;br /&gt;
&lt;br /&gt;
==AK-12==&lt;br /&gt;
The 2013 prototype variation of the [[AK-12]] is issued to the Spetsnaz recruit and operator Fuze.&lt;br /&gt;
[[File:AK-12 2013.jpg|thumb|none|450px|AK-12 - 5.45x39mm, 2013 prototype]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12.jpg|thumb|600px|none|AK-12 menu model.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 holding.jpg|thumb|none|600px|The AK-12 in first person.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 1.jpg|thumb|none|600px|Throwing away an empty magazine. While the fire mode is correctly set to full-auto, the selector is shown in the wrong direction: the order АВ-3-1-ПР should be from the rear to the front.]]&lt;br /&gt;
[[file:RainbowSix Siege ak-12 reloading 2.jpg|thumb|none|600px|About to send the AK-12's bolt home. Unlike other games, the bolt is shown locking open, which is a feature of the current production model AK-12. Also unlike several games, the player character does not feel the need to ignore the left-side charging handle and reach underneath the weapon to grab the right-side one.]]&lt;br /&gt;
&lt;br /&gt;
==Enfield L85A2==&lt;br /&gt;
The [[L85A2|Enfield L85A2]] is available in the game, and issued to all SAS Attackers. Despite having a long, railed handguard, it is not capable of using an angled foregrip. &lt;br /&gt;
&lt;br /&gt;
It is also the primary weapon of the &amp;quot;White Mask&amp;quot; terrorists in the Terrorist Hunt mode. Why they chose to use a assault rifle, made in limited numbers, near-unobtainable spare parts, and plagued with a variety of design issues even after its improvement, as their service weapon, is as much as a mystery as the White Masks' relevance in Siege in general.&lt;br /&gt;
&lt;br /&gt;
[[file:L85A2 upgraded.jpg|thumb|450px|none|Enfield L85A2 with magazine removed, railed fore-end, ACOG scope, Grippod foregrip, and Surefire FHSA80SA flash hider - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2.jpg|thumb|600px|none|Enfield L85A2 in lobby. Note the shorter-than-normal barrel compared to the reference image.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 holding.jpg|thumb|none|600px|The L85A2 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 aim.jpg|thumb|none|600px|Aiming down the carry handle iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 1.jpg|thumb|none|600px|Inserting an empty magazine. Bullets have since been added in a patch.]]&lt;br /&gt;
[[file:RainbowSix Siege L85A2 reloading 2.jpg|thumb|none|600px|Ignoring the bolt release, the recruit tugs the charging handle to release the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==FAMAS F1==&lt;br /&gt;
The [[FAMAS F1]] appears in the game as the &amp;quot;F2&amp;quot; and so far incorrectly holds 30 rounds in 25-round magazines. It is used by the GIGN Attacker Recruit and Operator Twitch.&lt;br /&gt;
[[file:Famas.jpg|thumb|450px|none|FAMAS F1 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1.jpg|thumb|600px|none|FAMAS F1 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 holding.jpg|thumb|none|600px|Twitch holds the FAMAS.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 aim.jpg|thumb|none|600px|Aiming down the second pair of iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege FAMAS F1 reloading 2.jpg|thumb|none|600px|Charging the FAMAS.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch G36C]] is available in the game, and exclusively used by FBI Attacker Ash. &lt;br /&gt;
&lt;br /&gt;
The gun was frequently overlooked due to its complete inferiority to her other weapon: the R4C, until a later patch made it that the G36C is the only gun in Ash's arsenal that can use an ACOG optic (which grants a very valuable x2.5 view magnification).&lt;br /&gt;
[[file:Hkg36c.jpg|thumb|450px|none|Heckler &amp;amp; Koch G36C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege g36c.jpg|thumb|600px|none|Heckler &amp;amp; Koch G36C in lobby. Note the strange texture on the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c holding.jpg|thumb|none|600px|Ash modeling the G36C.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c aim.jpg|thumb|none|600px|Aiming down the G36C iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 1.jpg|thumb|none|600px|Swapping magazines.]]&lt;br /&gt;
[[file:RainbowSix Siege g36c reloading 2.jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK33A2==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK33A2]] appears as the &amp;quot;AR33&amp;quot;, and is used by SAS Operator Thatcher and SAS recruits. It uses a 30-round magazine, though it only holds 25 rounds. It has a permanently attached optic rail, a rail on the bottom of the handguard, and a &amp;quot;charm mount&amp;quot; was on the left side of the stock, above the stock pins, but was updated to be on the rearward most claw on the optic mount. The rear sight is removed when using optics.&lt;br /&gt;
[[file:HK33w25rdMag.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK33A2 Select Fire rifle with Factory 25rd Magazine - 5.56x45mm.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK33A2 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 holding.jpg|thumb|none|600px|The HK33A2 in the hands of an SAS Recruit.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 aim.jpg|thumb|none|600px|Aiming down the HK diopter sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 1.jpg|thumb|none|600px|Changing mags on the HK33.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK33A2 reloading 2.jpg|thumb|none|600px|Charging the rifle. Unlike the other HK roller-delayed blowbacks, the bolt isn't locked back on this variant's reload.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK416C==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK416C]] is appears as the &amp;quot;416-C Carbine&amp;quot;. Prior to the &amp;quot;White Noise&amp;quot; update that added the Daewoo K1A for Vigil, it was the only assault rifle usable on the Defender's side; issued to the GSG-9 Recruit and Jäger.&lt;br /&gt;
&lt;br /&gt;
The weapon can be equipped with a 14.5 inch extended barrel, which would technically make it a standard HK416.&lt;br /&gt;
&lt;br /&gt;
[[file:HK416C.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK416C ultra-compact carbine with 9&amp;quot; barrel - 5.56x45mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C.jpg|thumb|600px|none|The HK416C in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C holding.jpg|thumb|none|600px|A Recruit holds the HK416C.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C aim.jpg|thumb|none|600px|&amp;lt;strike&amp;gt;*notices your iron sights*&amp;lt;/strike&amp;gt;]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 1.jpg|thumb|none|600px|Reloading a STANAG magzine.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK416C reloading 2.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch HK417==&lt;br /&gt;
The [[Heckler &amp;amp; Koch HK417]] is available to the GIGN attacker recruit, Twitch, and GIGN CBRN specialist Lion. It is intended to be used as a DMR, as it is restricted to semi-auto only. It is also modeled with a 20-round magazine, which is rendered solid instead of transparent, but at release it had the in-game capacity of only 10 rounds; this was buffed and fixed to the correct 20 rounds in Operation Ember Rise.&lt;br /&gt;
[[file:HK417 16.jpg|thumb|450px|none|Heckler &amp;amp; Koch HK417 with sights removed and 16&amp;quot; barrel - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417.jpg|thumb|600px|none|Heckler &amp;amp; Koch HK417 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 holding.jpg|thumb|none|600px|The HK417 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 aim.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 1.jpg|thumb|none|600px|Reloading the 417.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch HK417 reloading 2.jpg|thumb|none|600px|Pulling the charging handle, again....Note the fire selector is properly set to semi-auto.]]&lt;br /&gt;
&lt;br /&gt;
==Remington R4-C==&lt;br /&gt;
A [[Remington R4|Remington R4-C]] appears simply as the &amp;quot;R4-C&amp;quot; and is available to the FBI SWAT recruit and offensive Operator Ash. It is modeled with a Magpul MOE pistol grip, CTR buttstock, and Remington RAHG modular forend with rail sections permanently installed. The weapon's charm mount is located in the middle of the receiver, close to the top rail.&lt;br /&gt;
&lt;br /&gt;
To encourage loadout variety, the R4-C is the only attacker assault rifle in the game not able to mount an ACOG sight (which provides a x2.5 magnified view, a very sought-after feature in the game).&lt;br /&gt;
[[file:RemingtonR4C.jpg|thumb|450px|none|Remington R4-C - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C.jpg|thumb|600px|none|Remington R4-C menu model. On the left side, one can see that the operator has written &amp;quot;pew pew&amp;quot; on the auto selector position in red marker pens.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C holding.jpg|thumb|none|600px|The R4-C in first person, which is held by the magwell.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 1.jpg|thumb|none|600px|Pulling out an old magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Remington R4-C reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
&lt;br /&gt;
==SIG SG 552==&lt;br /&gt;
The [[SIG SG 552]] is appears as the &amp;quot;552 Commando&amp;quot;. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], it has a 30 round magazine capacity despite being modeled with the 20 round magazine. It can be seen in terrorist hands in the Terrorist Hunt mode. The SG 552 is used by GSG-9 Attacker recruits and IQ.&lt;br /&gt;
[[file:SIG SG552.jpg|thumb|450px|none|SIG SG 552 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552.jpg|thumb|600px|none|SIG SG 552 in lobby. The magazine has an unusual waffle-like pattern.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 holding.jpg|thumb|none|600px|The SG 552 in idle.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 aim.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 1.jpg|thumb|none|600px|Reloading the SIG SG 552.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 552 reloading 2.jpg|thumb|none|600px|Moving to tug the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==SIG-Sauer SIG556xi SWAT==&lt;br /&gt;
The [[SIG SG 556|SIG-Sauer SIG556xi SWAT]] with a full-auto lower and a 16&amp;quot; barrel is available to operative Thermite and the FBI Recruit.&lt;br /&gt;
&lt;br /&gt;
A fun little trivia: in the &amp;quot;Inside Rainbow&amp;quot; trailer series showcasing the CTUs, Glaz is seen using the weapon in the the SAS, FBI SWAT, and GIGN trailers. The model is slightly different, with more segments on the handguard and R4-C-styled diamond iron sights, and is also incredibly broken - it sounds like an OTs-03 when fired, and Glaz's hand isn't even on the trigger when firing. He got the proper SVU model by the release of the GSG-9 and the Spetsnaz trailers.&lt;br /&gt;
[[file:SIG-Sauer SIG556XI SWAT 16in.jpg|thumb|450px|none|SIG-Sauer SIG556xi SWAT 16in - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi.jpg|thumb|600px|none|SIG556xi SWAT in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi holding.jpg|thumb|none|600px|FBI SWAT operative Thermite models the SIG556xi SWAT. Note the charging handle is on the left side of the ambi reciever as can be done in real life.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 1.jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
[[file:RainbowSix Siege SIG SG 556xi reloading 2.jpg|thumb|none|600px|Chambering the SIG556xi SWAT. It is the only base game assault rifle with a used bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Steyr AUG A2==&lt;br /&gt;
The [[Steyr AUG A2]] is available in the game to the GSG-9 recruit and IQ. It is occasionally seen in terrorist hands in the Terrorist Hunt mode. &lt;br /&gt;
[[file:AUG A2 16.jpg|thumb|450px|none|Steyr AUG A2 - 5.56x45mm]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2.jpg|thumb|600px|none|Steyr AUG A2 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 holding.jpg|thumb|none|600px|GSG-9 operator IQ holds the AUG A2.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 aim.jpg|thumb|none|600px|Iron sights, note that these are folded down MP7 iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 1.jpg|thumb|none|600px|Inserting a new mag.]]&lt;br /&gt;
[[file:RainbowSix Siege Aug-A2 reloading 2.jpg|thumb|none|600px|Charging the AUG.]]&lt;br /&gt;
&lt;br /&gt;
==SVU Dragunov==&lt;br /&gt;
The [[SVU Dragunov]] appears as the &amp;quot;OTs-03&amp;quot;, and is used by the Spetsnaz operator Glaz. The weapon has the best surface-penetrating capabilities of any weapon, being capable of piercing a wide variety of surfaces with a minimal loss of damage, and, prior to Operation White Noise and its addition of the &amp;quot;BOSG. 12.2&amp;quot;, being the only weapon capable of shooting through airplane windows (specifically the reinforced airplane windows on the map &amp;quot;Presidential Plane&amp;quot;, which is also the only place where they appear); after the aforementioned weapon's mechanics were changed, it once again became the only weapon capable of such a feat.&lt;br /&gt;
&lt;br /&gt;
Glaz's unique gadget is the magnifier on the rifle, which can be flipped into or out of the main sight plane; this does not actually require an optical sight to use, with the front iron sight serving as the reticule instead in the absence of other optics. The sight is originally a rather odd red-tinted (or completely clear, as shown in the Spetsnaz trailer) magnifier called the &amp;quot;HDS Flip Sight&amp;quot;, which had no effect other than a bit of zoom. In the Velvet Shell Mid-Season Reinforcements, the magnifier lost its red tint and gained a thermal effect, highlighting enemies by their heat signature; this effect, strangely, only applies to a smaller central blue-tinted circle in the magnifier, rather than the entire thing.&lt;br /&gt;
&lt;br /&gt;
A rather neat detail is that after the thermal sight update, the sight model had an extra clip-on thermal imager added to it.&lt;br /&gt;
[[file:Svu-a 2.jpg|thumb|none|450px|SVU Dragunov modernized with black furniture and a bipod - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siegesvu.jpg|thumb|600px|none|SVU Dragunov in lobby (pre-update).]]&lt;br /&gt;
[[file:RainbowSix Siegesvu holding.jpg|thumb|none|600px|Holding the SVU Dragunov.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 1.jpg|thumb|none|600px|Aiming with the regular sights.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu aim 2.jpg|thumb|none|600px|Aiming with the flip-up magnifier (pre-update). The rather heavy red tint was toned down in a later patch, before being replaced by the thermal scope. The reticle seems to be from a Belarusian Zenit civilian 8x42 PSOP scope; note the .5 and 1.5 meter lines on the stadiametric range finder, which are for hunting deer and elk respectively; a military PSO-1 or PSOP (or, for that matter, presumably any military scope) would instead feature a single 1.7 meter line for human targets.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 1.jpg|thumb|none|600px|Reloading the SVU.]]&lt;br /&gt;
[[file:RainbowSix Siegesvu reloading 2.jpg|thumb|none|600px|Chambering a new round.]]&lt;br /&gt;
[[File:RSS SVU (1).jpg|thumb|none|600px|Lining up a headshot on a suicide bomber with the thermal lens. The &amp;quot;red tint&amp;quot; one may infer from this image is actually the red wallpapers and wood furniture in the hallways of Kafe Dostoyevsky.]]&lt;br /&gt;
[[File:RSS SVU (2).jpg|thumb|none|600px|Aiming a SVU equipped with the OKP-7 reflex sight, which shows a good view of the magnifier's thermal imager.]]&lt;br /&gt;
[[File:RSS SVU (3).jpg|thumb|none|600px|Butt-stroking with the SVU.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
A [[Colt Model 933]] with the carrying handle removed, a KAC RIS handguard, Colt Canada-type M4 stock, and using Magpul PMAGs with Ranger plates has been available for JTF-2 operator Buck since the Operation Black Ice expansion was released. It is referred to incorrectly as the &amp;quot;[[C8 SFW]]&amp;quot;, but is identifiable as a 933 by its 11.5&amp;quot; barrel. It also incorrectly has a cut in the barrel for an [[M203 grenade launcher]].&lt;br /&gt;
&lt;br /&gt;
It is equipped with a M26 Modular Accessory Shotgun System, which is actually Buck's special gadget, the &amp;quot;Skeleton Key&amp;quot;. Details of it can be seen below.&lt;br /&gt;
[[Image:Colt m4 commando 03.jpg|thumb|none|450px|Colt Model 933 with 4-position stock - 5.56x45mm]]&lt;br /&gt;
[[Image:C8-SFW.jpg|thumb|none|450px|An actual Colt Canada C8 SFW, for comparison - 5.56x45mm]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|The Model 933 in lobby. The front sight is replaced with a low profile gas block when an optic is added.]]&lt;br /&gt;
[[File:RSSC8.jpg|thumb|none|600px|The Model 933 in first person.]]&lt;br /&gt;
[[File:RSSC8-1.jpg|thumb|none|600px|Iron sight view of the 933.]]&lt;br /&gt;
[[File:RSSC8-2.jpg|thumb|none|600px|Inserting a new Magpul PMAG, which shows a good view of the underbarrel shotgun.]]&lt;br /&gt;
[[File:Screenshot-Original (41).jpg|thumb|none|600px|Buck karate chops the oddly-shaped charging handle back to chamber a round.]]&lt;br /&gt;
&lt;br /&gt;
==C1A1==&lt;br /&gt;
The [[FN_FAL#L1A1|C1A1]], the Canadian variant of the L1A1 SLR, is Buck's second primary weapon choice from the Operation Black Ice expansion. It is referred to as the &amp;quot;CAMRS&amp;quot;, and is fitted with an L1A1 SLR's synthetic stock and handguard. Like the &amp;quot;C8-SFW&amp;quot;, Buck's special gadget the &amp;quot;Skeleton Key&amp;quot; (a M26 Modular Accessory Shotgun System) is attached to the weapon, details of which can be seen below.&lt;br /&gt;
&lt;br /&gt;
It is only capable of semi-auto fire, accurate for a C1A1.&lt;br /&gt;
[[file:C1a1.jpg|thumb|none|450px|Canadian C1A1 - 7.62x51mm NATO]]&lt;br /&gt;
[[file:L1A1-SLR.jpg|thumb|none|450px|L1A1 SLR - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|The &amp;quot;CAMRS&amp;quot; in the game's lobby.]]&lt;br /&gt;
[[File:RSSC1A1.jpg|thumb|none|600px|The C1A1, wielded by Buck. Note the exposed bolt on the top of the receiver, a feature unique among FAL variants; interestingly, rather than properly reciprocating, the bolt simply ''disappears'' when the rifle is fired.]]&lt;br /&gt;
[[File:RSSC1A1-1.jpg|thumb|none|600px|View of the C1A1's distinct ring aperture rear sight.]]&lt;br /&gt;
[[File:RSSC1A1-2.jpg|thumb|none|600px|Inserting a new magazine, which give a good view of the real name on receiver.]]&lt;br /&gt;
[[File:RSSC1A1reload.jpg|thumb|none|600px|Chambering a round on a C1A1 customized with a muzzle device and an Aimpoint Micro T1. Unlike the firing animation, this process correctly involves the bolt actually moving.]]&lt;br /&gt;
&lt;br /&gt;
==FN SCAR-H CQC==&lt;br /&gt;
The [[FN SCAR-H CQC]] has been available in the game since the Operation Dust Line expansion was released, for Navy SEAL operator Blackbeard. It is referred to as the &amp;quot;Mk17 CQB&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The weapon is powerful, but is plagued by having the slowest ADS speed of any assault rifle in the game.&lt;br /&gt;
[[file:2fff2537c0.jpg|thumb|none|450px|FN SCAR-H CQC - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-mk17cqb.jpg|thumb|600px|none|Mk17 CQB in lobby.]]&lt;br /&gt;
[[File:RSSScar.jpg|thumb|none|600px|Blackbeard's SCAR-H.]]&lt;br /&gt;
[[File:RSSScar-1.jpg|thumb|none|600px|ADS view of the Mk17.]]&lt;br /&gt;
[[File:RSSScarreload.jpg|thumb|none|600px|Reloading the SCAR with several attachments, including Blackbeard's gadget, the Rifle Shield, attached on a pair of rail-mounted clips.]]&lt;br /&gt;
[[File:RSSScar-2.jpg|thumb|none|600px|The uncommon sight of a bolt release being used in Siege.]]&lt;br /&gt;
&lt;br /&gt;
==Knight's Armament SR-25==&lt;br /&gt;
The [[Knight's Armament SR-25]] has been available in the game since the Operation Dust Line expansion was released. It is a second primary choice for Blackbeard.&lt;br /&gt;
[[file:Knights Armament SR25 ECC.jpg|thumb|none|450px|Knight's Armament SR-25 Enhanced Combat Carbine - 7.62x51mm NATO]]&lt;br /&gt;
[[file:R6S-sr25.jpg|thumb|600px|none|SR-25 in lobby. Note the clips to attach Blackbeard's Rifle Shield and the Magpul UBR Collapsible Stock.]]&lt;br /&gt;
[[File:RSSSR25.jpg|thumb|none|600px|Blackbeard uses his SR25 with attached gun shield to defend himself from some deranged 7.62x51mm STANAGS.]]&lt;br /&gt;
[[File:RSSSR25-1.jpg|thumb|none|600px|Troy iron sight view.]]&lt;br /&gt;
[[File:RSSSR25-2.jpg|thumb|none|600px|Reloading the SR25 ECC.]]&lt;br /&gt;
[[File:RSSSR25-3.jpg|thumb|none|600px|Operating the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==DSA SA58 OSW Carbine==&lt;br /&gt;
A [[FN FAL#DSA SA58 OSW|DSA SA58 OSW Carbine]] standing in for the for the real-world updated Brazilian-made [[FN_FAL#IMBEL M964 A1 ParaFAL|IMBEL M964 A1 MD-1 ParaFAL]] is the main battle rifle available to BOPE operator Capitão, under the name of &amp;quot;PARA-308&amp;quot;. It has a worn tan finish and holds 30 rounds per magazine; the magazine depicted in-game is too short for that, but is also too long to be 20-rounder - 25 rounds would be a good guess.&lt;br /&gt;
[[Image:DSA-SA-58-OSW.jpg|thumb|none|450px|DSA SA58 OSW Carbine with 30-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:ModernparaFAL.JPG|thumb|none|450px|Actual upgraded IMBEL M964 A1 MD-1 ParaFAL - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-para308.jpg|thumb|600px|none|PARA-308 in lobby. Note the different fire selector markings compared to the above SA58 OSW.]]&lt;br /&gt;
[[File:RSSSA58.jpg|thumb|none|600px|Capitão patrols a street with the OSW.]]&lt;br /&gt;
[[File:RSSSA58-1.jpg|thumb|none|600px|ADS view.]]&lt;br /&gt;
[[File:RSSSA58-2.jpg|thumb|none|600px|Inserting a fresh magazine of 7.62 NATO.]]&lt;br /&gt;
[[File:RSSSA58-3.jpg|thumb|none|600px|And lastly, a refreshing tab of the FAL's lesser known bolt release.]]&lt;br /&gt;
&lt;br /&gt;
==Howa Type 89-F==&lt;br /&gt;
The [[Howa_Type_89|Howa Type 89-F]] has been available for SAT operator Hibana with the Operation Red Crow expansion. It is referred to as the &amp;quot;Type-89&amp;quot;.&lt;br /&gt;
[[Image:HowaType89Para.jpg|thumb|none|450px|Howa Type 89-F - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-type89.jpg|thumb|600px|none|Type-89 in lobby.]]&lt;br /&gt;
[[File:RSSType89.jpg|thumb|none|600px|The Howa Type 89-F in-game.]]&lt;br /&gt;
[[File:RSSType89ads.jpg|thumb|none|600px|Aiming the Type 89.]]&lt;br /&gt;
[[File:RSSType89-1.jpg|thumb|none|600px|Changing out a 20-round STANAG.]]&lt;br /&gt;
[[File:RSSType89-2.jpg|thumb|none|600px|Hibana uses her right hand to chamber a round when reloading from empty.]]&lt;br /&gt;
[[File:RSSType89-3.jpg|thumb|none|600px|Rifle-butting a helicopter...]]&lt;br /&gt;
&lt;br /&gt;
==Colt Canada C7==&lt;br /&gt;
The [[M16_rifle_series#Diemaco_C7.2FColt_Model_715|Colt Canada C7]] is used exclusively by GEO Operator &amp;quot;Jackal&amp;quot; who was added with the &amp;quot;Operation Velvet Shell&amp;quot; DLC. The weapon in-game is modeled after the C7NLD, an officially dubbed, custom variant of the C7 used by the Armed Forces of the Netherlands. Along with the Dutch handguard, it is fitted with a Magpul PRS, uses PMAGs with Ranger Plates, and has the same charging handle as the UDP-9. It is named the &amp;quot;C7E&amp;quot; in-game, and is incorrectly depicted as having both fully-automatic and burst-fire modes.&lt;br /&gt;
[[Image:C7NLD.jpg|thumb|none|450px|C7NLD with Grip Pod and Aimpoint sight - 5.56x45mm]]&lt;br /&gt;
[[File:RainbowSixSiege-C7E.jpg|thumb|600px|none|C7E menu model. Note the lack of a muzzle device and any barrel threading.]]&lt;br /&gt;
[[File:RSS C7E 1.jpg|thumb|none|600px|Jackal overlooks a yacht similar the one that serves as the setting for the JTF-2 DLC.]]&lt;br /&gt;
[[File:RSS C7E2.jpg|thumb|none|600px|Iron sights of the C7.]]&lt;br /&gt;
[[File:RSS C7E 3.jpg|thumb|none|600px|Reloading a PMAG.]]&lt;br /&gt;
[[File:RSS C7E 4.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:RSS C7E 5.jpg|thumb|none|600px|Melee attack of the C7E.]]&lt;br /&gt;
&lt;br /&gt;
==Daewoo K1A==&lt;br /&gt;
A customized [[Daewoo K1A]] is available for 707th SMB operator Vigil with the Operation White Noise expansion. It is referred to as the &amp;quot;K1A&amp;quot; and is classified as a submachine gun; while this isn't correct from a technical standpoint, it is at least correct in the sense that that's how the Korean military classifies it. The gameplay seems to go with the SMG route too, having a damage and recoil profile more similar to other SMGs than the assault rifles.&lt;br /&gt;
[[Image:Carbine_Daewoo_K1.jpg|thumb|none|450px|Daewoo K1A - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-k1a.jpg|thumb|600px|none|K1A in lobby. It is fitted with a Devgru DT-K01 MK.II RAS handguard and the standard collapsible stock has been replaced with a StormWerkz AR-15 stock adapter fitted with a [[Z-M LR 300|Z-M Weapons LR-300]] stock.]]&lt;br /&gt;
[[File:RSS K1A (1).jpg|thumb|none|600px|The K1A in idle.]]&lt;br /&gt;
[[File:RSS K1A (2).jpg|thumb|none|600px|Aiming the K1A.]]&lt;br /&gt;
[[File:RSS K1A (3).jpg|thumb|none|600px|Reloading a STANAG magazine.]]&lt;br /&gt;
[[File:RSS K1A (4).jpg|thumb|none|600px|Empty reload; note the bolt release paddle is properly sticking out.]]&lt;br /&gt;
[[File:RSS K1A (5).jpg|thumb|none|600px|Pressing it in.]]&lt;br /&gt;
[[File:RSS K1A (6).jpg|thumb|none|600px|Buttstroking with the LR-300 style stock. Note the glow-stick strapped to the stock (which also changes color depending on what weapon skin is equipped).]]&lt;br /&gt;
&lt;br /&gt;
==Troy Industries Rock SOPMOD M14==&lt;br /&gt;
The [[ROCK SOPMOD M14|Troy Industries Rock SOPMOD M14]] is used exclusively by 707th SMB operator Dokkaebi who was added with the Operation White Noise expansion. It is incorrectly designated &amp;quot;Mk 14 EBR&amp;quot; and locked in semi-automatic.&lt;br /&gt;
[[Image:SOPMODM14.jpg|thumb|none|450px|Troy Industries Rock SOPMOD M14 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S-mk14ebr.jpg|thumb|600px|none|Rock SOPMOD M14 in the weapon customization.]]&lt;br /&gt;
[[File:RSS M14 (1).jpg|thumb|none|600px|Watching a sunrise with the one-of-a-kind Rock SOPMOD M14.]]&lt;br /&gt;
[[File:RSS M14 (2).jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[File:RSS M14 (3).jpg|thumb|none|600px|Removing the magazine.]]&lt;br /&gt;
[[File:RSS M14 (4).jpg|thumb|none|600px|In with a new one. Note the classic M14 flash hider; it can be attached as the &amp;quot;Flash Hider&amp;quot; barrel modification.]]&lt;br /&gt;
[[File:RSS M14 (5).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
[[File:RSS M14 (6).jpg|thumb|none|600px|Melee animation of the Rock SOPMOD M14.]]&lt;br /&gt;
&lt;br /&gt;
==Beryl M762==&lt;br /&gt;
A heavily customized [[Beryl M762]] is the primary choice for GROM operator Zofia of the Operation White Noise expansion, named simply as &amp;quot;M762&amp;quot;. It is fitted with the Midwest Industries Extended Handguard, a Hera Arms CQR stock, and a railed dust cover in lieu of its standard rail assembly. The assortment of customizations is primarily inspired by a [http://www.thefirearmblog.com/blog/2016/12/30/hera-arms-cqr-stock-ak-rifle/ photoshopped AK] reported by The Firearms Blog, which is an [https://www.flickr.com/photos/stickgunner/21074884113/ AK-103-lookalike with the Midwest Industries Gen 1 SS-Extended Handguard] with the Hera Arms CQR stock photoshopped in.&lt;br /&gt;
&lt;br /&gt;
[[File:HERA Arms AK Photoshop.jpg|thumb|450px|none|Arsenal SLR-107FR with the Midwest Industries Gen 1 SS-Extended Handguard with the Hera Arms CQR stock photoshopped on.]]&lt;br /&gt;
[[File:Beryl M762.jpg|thumb|450px|none|Beryl M762 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S-m762.jpg|thumb|600px|none|The M762 in lobby. Note the fire selector on the left side of the receiver, a distinctive Beryl feature.]]&lt;br /&gt;
[[File:RSS Beryl (1).jpg|thumb|none|600px|Zofia shows off the Beryl M762.]]&lt;br /&gt;
[[File:RSS Beryl (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS Beryl (3).jpg|thumb|none|600px|A foregrip-equipped Beryl, which gives a cleaner view of the rifle.]]&lt;br /&gt;
[[File:RSS Beryl (4).jpg|thumb|none|600px|Reloading, which shows the unique foregrip that this weapon and the &amp;quot;BOSG 12.2&amp;quot; use.]]&lt;br /&gt;
[[File:RSS Beryl (5).jpg|thumb|none|600px|Charging the M762.]]&lt;br /&gt;
[[File:RSS Beryl (6).jpg|thumb|none|600px|Melee-ing with the Hera Arms CQR stock. In real life, this stock wasn't available for AK-type rifles at the time of the release of Operation White Noise, but life imitated art (and photoshopped concepts) and the stock later became available to AK-type rifles.]]&lt;br /&gt;
&lt;br /&gt;
==Saritch==&lt;br /&gt;
A compact version of the [[Saritch]] design concept is the primary choice for Spetsnaz CBRN specialist Finka, of the Operation Chimera expansion. This design is one conceived military version of the Saritch proposed by its designer but never mocked up, with 30-round magazines, automatic fire and a compact barrel. The in-game model is modeled quite closely after concept art from the designer. A right-facing ejection port has been added to the weapon, and the forearm is replaced with a set of underbarrel rails. It is referred to as the &amp;quot;Spear .308&amp;quot;.&lt;br /&gt;
[[File:Saritch 308.jpg|thumb|none|450px|Saritch design concept - 7.62x51mm NATO (non-functional)]]&lt;br /&gt;
[[File:R6S-spear308.jpg|thumb|600px|none|Saritch in lobby. The camouflage is the weapon's default skin. Note the 30-round 5.56 PMAG.]]&lt;br /&gt;
[[File:R6S Saritch 2.jpg|thumb|600px|none|Saritch in game being held by Finka.]]&lt;br /&gt;
[[File:R6S Saritch 3.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Saritch 4.jpg|thumb|600px|none|Removing magazine from gun, which involves a very dramatic yank.]]&lt;br /&gt;
[[File:R6S Saritch 5.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S Saritch 6.jpg|thumb|600px|none|Pulling the charging handle to load new round.]]&lt;br /&gt;
[[File:R6S Saritch 7.jpg|thumb|600px|none|Smacking a concrete wall.]]&lt;br /&gt;
&lt;br /&gt;
==M4A1 Block II==&lt;br /&gt;
Available for SFOD-D (and GSUTR) operator Maverick of the Operation Grim Sky expansion, a carbine indexed as the &amp;quot;M4&amp;quot; appears to be a customized [[M4A1 Carbine|M4A1 Block II]]. It features a Daniel Defense MK18 RIS II 9.5 inch railed handguard and a 12.5 inch barrel instead of the usual 14.5 inch barrel, along with a tan Command Arms UPG16 modular pistol grip (a copy of the Fab Defense/Mako AG-43), rail covers, and a standard 6-position M4 stock. The weapon is marked &amp;quot;M4A1 Carbine&amp;quot; on the left side of the mag-well where the usual roll marks would be. Equipping the &amp;quot;M4&amp;quot; with the Heavy Barrel attachment gives it a longer (seemingly 16 inch) barrel, more in line the a normal M4A1, though still with the short DD forend.&lt;br /&gt;
&lt;br /&gt;
It incorrectly features semi-auto, 3-round burst, and fully automatic fire modes, even though it has an M4's Safe/Semi/Burst fire selector, while being marked as an M4A1. Additionally, the developers forgot to model a gas block onto the standard or extended barrel, so in reality Maverick's using a bolt-action M4 that's only capable of automatic fire through the power of video game magic.&lt;br /&gt;
&lt;br /&gt;
[[File:SOPMODBII.jpg|thumb|none|450px|M4A1 Block II - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S-m4.jpg|thumb|600px|none|The M4A1 Block II Carbine in lobby. Maverick's STANAG magazines have improvised magazine assists in the form of Paracord looped into the baseplate and duck-tape around the bottom of the mag. It has a unique suppressor model, which is wrapped in lots of cloth like Caviera's Luison's suppressor, to help remove the mirage from when the can is hot and make it safer to re-tighten it. Equipping the compensator gives it a unique XM177-style moderator.]]&lt;br /&gt;
[[File:R6S M4 Idle.jpg|thumb|600px|none|Maverick holding his custom M4A1 Block II.]]&lt;br /&gt;
[[File:R6S M4 Sights.jpg|thumb|600px|none|Aiming down the folding iron sights.]]&lt;br /&gt;
[[File:R6S M4 Reload 1.jpg|thumb|600px|none|Removing empty magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 2.jpg|thumb|600px|none|Inserting new magazine.]]&lt;br /&gt;
[[File:R6S M4 Reload 3.jpg|thumb|600px|none|Pulling the standard looking charging handle to chamber a new round.]]&lt;br /&gt;
[[File:RSS M4 (1).jpg|thumb|600px|none|A fully kitted-out &amp;quot;M4&amp;quot; with the Heavy Barrel attachment.]]&lt;br /&gt;
[[File:RSS M4 (2).jpg|thumb|600px|none|A close up of the receiver, note the &amp;quot;Burst&amp;quot; marking on the selector, which makes us wonder if Maverick just DIYed his M4A1 by cannibalizing AR-15s he found around Afghanistan until he managed to get his gun to work as it is.]]&lt;br /&gt;
&lt;br /&gt;
==Alexander Arms .50 Beowulf==&lt;br /&gt;
The [[Alexander Arms .50 Beowulf]] is available for the SFOD-D attacker Maverick with the Operation Grim Sky expansion. It is referred to as the &amp;quot;AR-15.50&amp;quot;, and is correctly semi-automatic. It is fitted with a Mako Group Recoil Reducing GL-Shock stock, a Mako Group MWG (mag well grip), and a Magpul BAD Lever (which is never used, Maverick instead pulling the charging handle on empty reloads).&lt;br /&gt;
&lt;br /&gt;
The weapon used Surefire 60-round quad-stack magazines at release, but only holds 10 rounds in gameplay - not that this really matters, since the internal geometry of the Surefire magazine would render .50 Beowulf rounds unable to fit anyways. The Operation Burnt Horizon update apparently acknowledged this, replacing the magazine with a more sensible 30-rounder, fitted with a Magpul handling loop; this also fixes the capacity issue, since 30-round STANAG magazines can fit only ten .50 Beowulf rounds.&lt;br /&gt;
[[Image:AA_Beowulf.jpg|thumb|450px|none|Alexander Arms .50 Beowulf - .50 Beowulf]]&lt;br /&gt;
[[File:R6S-ar15-50.jpg|thumb|600px|none|The .50 Beowulf in the lobby. Equipping a muzzle brake replaces the &amp;quot;birdcage&amp;quot;-style flash hider with an Alexander Arms Tank Brake, unique to this weapon in-game.]]&lt;br /&gt;
[[File:R6S AR-15.50 Idle.jpg|thumb|600px|none|Maverick holding his AR-15.50.]]&lt;br /&gt;
[[File:R6S AR-15.50 Sights.jpg|thumb|600px|none|Aiming down the familiar Armalite-style iron sights.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 1.jpg|thumb|600px|none|Removing the magazine.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 2.jpg|thumb|600px|none|Inserting a new mag, note that his hand is rather seriously clipping into it.]]&lt;br /&gt;
[[File:R6S AR-15.50 Reload 3.jpg|thumb|600px|none|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S wpn AR-15.50 Updated.jpg|thumb|none|600px|The updated model with a STANAG magazine added in the Burnt Horizon update.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;AK-74M&amp;quot;==&lt;br /&gt;
The &amp;quot;AK-74M&amp;quot; is an assault rifle available for GIGR operator Nomad of the Operation Wind Bastion expansion. Instead of being an actual [[AK-74M]], the in-game weapon the appears to be an [[AKM]] customized with Magpul MOE pistol grip, stock, hand guard, and a rail mount. Telltale signs of the in-game weapon model being based on an AKM is its ribbed dust cover, original slanted gas block, and its magazine being a waffle-pattern 7.62x39mm magazine (that holds 40 rounds) instead of 5.45×39mm that the AK-74M actually uses.&lt;br /&gt;
&lt;br /&gt;
The right side of the in-game weapon features a white piece near the stock, which exists on the real AK-74M as a component of its side-folding stock. Despite this, the in-game weapon does not have a folding stock, and even lacks the corresponding button on the other side of the receiver for the AK-74M's folding stock.&lt;br /&gt;
&lt;br /&gt;
More bizarrely, the lower receiver is marked &amp;quot;WASR-10 Cal. 5.45×39mm&amp;quot;; the [[WASR-10]] is indeed an AK variant, but is 7.62x39mm like the AKM, and is also semi-automatic only while the in-game weapon is select-fire. The in-game receiver also most definitely isn't based on a WASR-10 since it has standard AK dimples which the WASR-10 lacks.&lt;br /&gt;
&lt;br /&gt;
Just to confuse matters further, the Operation Burnt Horizon update replaced the 7.62x39mm magazine model with a 5.45x39mm one, appropriate for an actual AK-74M, but not for anything else that the gun is based on.&lt;br /&gt;
[[File:AKMRifle.jpg|thumb|none|450px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:C39v2Magpul.jpg|thumb|none|450px|Century Arms C39 V2 fitted with Magpul MOE furniture - 7.62x39mm]]&lt;br /&gt;
[[File:AK-74M.jpg|thumb|none|450px|AK-74M - 5.45x39mm]]&lt;br /&gt;
[[File:WASR10.jpg|thumb|none|450px|A US imported Romanian WASR 10/63 - 7.62x39mm]]&lt;br /&gt;
[[File:R6S_cosplay_guide_nomad_AK-74M.jpg|thumb|600px|none|A render of the &amp;quot;AK-74M&amp;quot; from Nomad Cosplay Guide. Note that, like many firearms in ''Siege'', the AK features an [[M16A2]]-style flash hider by default.]]&lt;br /&gt;
[[File:R6S_wpn_AK-74M_plus.jpg|thumb|600px|none|A fully kitted-out &amp;quot;AK-74M&amp;quot;, with the Reflex Sight, Suppressor and Laser Sight. Note the new reflex sight model, which was previously used for Clash's [[MP9]].]]&lt;br /&gt;
[[File:Ak74mr61.jpg|thumb|600px|none|The hybrid AK in first-person. Note Nomad's gadget, the &amp;quot;Airjab Launcher&amp;quot;, mounted onto the side of the handguard. This fires proximity-detonated sticky grenades that push back and knock down enemies, somehow dealing no damage in the process, despite throwing them hard enough to send them through thin walls.]]&lt;br /&gt;
[[File:Ak74mr62.jpg|thumb|600px|none|Aiming.]]&lt;br /&gt;
[[File:Ak74mr63.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:Ak74mr6s4.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Ak74mr65.jpg|thumb|600px|none|...and pulling the charging handle. Since Nomad lost her right middle and ring fingers, she uses her pinky to pull the charging handle back, though why she doesn't use her index finger, her palm, or her other hand instead isn't entirely clear.]]&lt;br /&gt;
[[File:R6S wpn AK-74M Updated.jpg|thumb|none|600px|The post-Burnt Horizon version, complete with its less-curved plum-colored 5.45mm magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Beretta ARX-200==&lt;br /&gt;
The [[Beretta ARX-200]] is available for the GIGR attacker Nomad with the Operation Wind Bastion expansion. In comparison to her frankensteined AKM, the ARX-200 does more damage, at the cost of having higher recoil and lower magazine size.&lt;br /&gt;
[[File:ARX200.jpg|thumb|450px|none|Beretta ARX-200 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide nomad ARX200.jpg|thumb|600px|none|Render of the ARX-200 from Nomad Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn ARX200.jpg|thumb|600px|none|The ARX-200 in the lobby.]]&lt;br /&gt;
[[File:Arx200r6s1.jpg|thumb|600px|none|The ARX-200 in-game.]]&lt;br /&gt;
[[File:Arx200r6s2.jpg|thumb|600px|none|Aiming down the rifle's sights; yet another re-use of the irons from Bandit's [[MP7]].]]&lt;br /&gt;
[[File:Arx200r6s3.jpg|thumb|600px|none|Removing an empty magazine...]]&lt;br /&gt;
[[File:R6sarx2004.jpg|thumb|600px|none|...inserting a new one...]]&lt;br /&gt;
[[File:Arx200r6s5.jpg|thumb|600px|none|...and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
==Thales F90==&lt;br /&gt;
Gridlock, the Australian attacking operator added in the Operation Burnt Horizon expansion, has access to a [[Thales F90]] as a primary option, an Australian improved derivative of the [[Steyr AUG]].&lt;br /&gt;
[[File:F90.jpg|thumb|none|450px|Thales F90 - 5.56x45mm NATO]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock F90.jpg|thumb|600px|none|Render of the F90 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn F90.jpg|thumb|600px|none|The F90 in the lobby.]]&lt;br /&gt;
[[File:R6sf901.jpg|thumb|600px|none|Gridlock holding the f90 in game.]]&lt;br /&gt;
[[File:R6sf902.jpg|thumb|600px|none|Aiming down sights.]]&lt;br /&gt;
[[File:R6sf903.jpg|thumb|600px|none|Removing Magazine.]]&lt;br /&gt;
[[File:R6sf904.jpg|thumb|600px|none|Inserting new Magazine.]]&lt;br /&gt;
[[File:R6sf905.jpg|thumb|600px|none|Pulling the charging handle back when gun is empty.]]&lt;br /&gt;
[[File:R6sF906.jpg|thumb|600px|none|Inserting Full magazine.]]&lt;br /&gt;
[[File:R6sf907.jpg|thumb|600px|none|Hitting the charging handle to chamber new round.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
With exception to the mounted DP-28 (technically a special gadget) and Maestro's CETME Ameli, Machine Guns are issued only to Attackers. As with the MAC-11, most open bolt machine guns incorrectly track +1 in the chamber.&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-28==&lt;br /&gt;
The Spetsnaz operator Tachanka can deploy a tripod-mounted [[Degtyaryov DP-28]]. Despite being referred as the RP-46 (belt-fed version with a pistol grip), it has the original buttstock and magazines (with an incorrect 60-round capacity – this would be correct for the [[Degtyaryov DT|DT]] variant, though – instead of 47) of the DP-28, and Tachanka does refer to it as &amp;quot;DP-28&amp;quot; sometimes when deploying it. Tachanka has been said to seek out original Soviet-made parts for his weapon, however, and even going so far as to mill his own if he can't find such, making it possible that he's modified an RP-46 into a weapon resembling the DP-28.&lt;br /&gt;
&lt;br /&gt;
A patch released in December 2016 added a reinforced glass shield to the turret (modeled after [http://static.tvtropes.org/pmwiki/pub/images/Gun_shield_1805.jpg this particular shield], and marked with the Russian word for &amp;quot;Lord&amp;quot; acknowledging the Lord Tachanka meme), making its usage somewhat more viable. With the release of &amp;quot;Operation: Blood Orchid&amp;quot;, the deploy animation is a bit faster, as Tachanka keeps a magazine loaded in the machine gun at all times, instead of having to load and unload when setting up or moving the turret.&lt;br /&gt;
[[File:DP-28.jpg|thumb|none|450px|Degtyaryov DP-28 machine gun - 7.62x54mm R]]&lt;br /&gt;
[[File:R6S tachanka dp.jpg|thumb|none|350px|Tachanka's DP-28 mounted on its tripod. Note the shortened barrel, which seems to have been returned to the full-length coned barrel with model updates.]]&lt;br /&gt;
[[File:R6S tachanka bio.jpg|thumb|none|350px|Tachanka's profile, armed with his mounted DP-28.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 holding.jpg|thumb|none|600px|Tachanka holds his undeployed DP-28. The large green bin seen on the far right was where additional pan magazines are stored.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 aim.jpg|thumb|none|600px|Manning the Degtyaryov.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 1.jpg|thumb|none|600px|Reloading the magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege dp-28 reloading 2.jpg|thumb|none|600px|Pulling the custom ambidextrous charging handle.]]&lt;br /&gt;
[[file:RSS DP-28 (1).jpg|thumb|none|600px|Tachanka blinds his hostage with the glory of his shielded not-RP-46 machine gun.]]&lt;br /&gt;
[[file:RSS DP-28 (2).jpg|thumb|none|600px|Deploying the Degtyaryov.]]&lt;br /&gt;
[[file:RSS DP-28 (3).jpg|thumb|none|600px|Pointing the steel beast at his &amp;lt;del&amp;gt;hapless victim&amp;lt;/del&amp;gt; admiring audience.]]&lt;br /&gt;
[[file:RSS DP-28 (4).jpg|thumb|none|600px|Tachanka gives the shield a punch after finishing his work and going mobile.]]&lt;br /&gt;
[[file:RSS DP-28 (5).jpg|thumb|none|600px|The DP-28 in Tachanka's operator video.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G8A1==&lt;br /&gt;
The G8A1, the German military version of the [[Heckler &amp;amp; Koch HK11|Heckler &amp;amp; Koch HK11A1]], is available in the game for IQ, the GSG-9 Recruit, and Peruvian Operator Amaru introduced in Year 4 Season 3 Operation Ember Rise. It has a [[G3]] rear sight, added rails, and uses X Products X-91 50-round drum magazines.&lt;br /&gt;
[[file:Hk11e.jpg|thumb|none|450px|Heckler &amp;amp; Koch HK11E - 7.62x51mm NATO]]&lt;br /&gt;
[[file:RainbowSix Siege hk21.jpg|thumb|600px|none|Heckler &amp;amp; Koch G8A1 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 holding.jpg|thumb|none|600px|The HK G8A1, held by IQ.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 1.jpg|thumb|none|600px|Reloading an X-91 drum.]]&lt;br /&gt;
[[file:RainbowSix Siege g8a1 reloading 2.jpg|thumb|none|600px|Locking the bolt back on an empty reload.]]&lt;br /&gt;
&lt;br /&gt;
==PKP Pecheneg==&lt;br /&gt;
A [[PKP Pecheneg]] with an aftermarket bullpup conversion kit manufactured by Zenit is used by the Spetsnaz attacker Recruit, Fuze, and Spetsnaz CBRN specialist Finka. Some suicide bombers also use it in Terrorist Hunt; they are a force to be reckoned with.&lt;br /&gt;
[[file:Pkpzenit.jpg|thumb|450px|none|PKP Pecheneg with Zenit bullpup conversion kit - 7.62x54mm R]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg.jpg|thumb|600px|none|The PKP Pecheneg bullpup in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg holding.jpg|thumb|none|600px|Fuze holding the PKP. Note that it is labeled by its GRAU index of &amp;quot;6P41&amp;quot; in game.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg aim.jpg|thumb|none|600px|ADS view; an AK12 rear sight is co-opted as the new rear sight since the original is covered by a cheek rest.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 1.jpg|thumb|none|600px|Opening the tray cover.]]&lt;br /&gt;
[[file:RainbowSix Siege PKP Pecheneg reloading 2.jpg|thumb|none|600px|Setting in the new belt of 7.62x54R. The incorrect +1 in the chamber has since been patched.]]&lt;br /&gt;
&lt;br /&gt;
==M249 SAW==&lt;br /&gt;
The second option for BOPE attacker Capitão is the [[FN Minimi|M249 SAW]]. It has a newer FN Minimi Mk 3 collapsible stock and sports a worn beige finish by default, similar to his SA58 OSW. Until Operation Blood Orchid, it incorrectly tracked a round in the chamber.&lt;br /&gt;
&lt;br /&gt;
Later, in Operation Burnt Horizon, Australian attacker Gridlock has a near-identical M249 as a primary weapon option, albeit without the beige finish. Hers somewhat bafflingly uses a 60-round Surefire quad-stack magazine shoved into the emergency STANAG magazine well, rather than a belt; while this isn't strictly ''impossible'', the M249's magwell is notoriously unreliable, and belts are preferred whenever possible. It has access to a unique scope attachment, which works like the pistol scope on the Auto Mag Pistol.&lt;br /&gt;
[[File:M249 Para ACOG.jpg|thumb|none|450px|M249 SAW - 5.56x45mm]]&lt;br /&gt;
[[File:M249ParaModel.jpg|thumb|none|450px|M249 Paratrooper - 5.56x45mm]]&lt;br /&gt;
[[File:R6S-m249.jpg|thumb|600px|none|M249 in lobby.]]&lt;br /&gt;
[[File:RSSM249.jpg|thumb|none|600px|M249 SAW in idle.]]&lt;br /&gt;
[[File:RSSM249-1.jpg|thumb|none|600px|View down the rather beat-up iron sights.]]&lt;br /&gt;
[[File:RSSM249-2.jpg|thumb|none|600px|Capitão moving to open the latches and pop up the feed tray cover. Note the clippage issue on the rear sight.]]&lt;br /&gt;
[[File:RSSM249-3.jpg|thumb|none|600px|Setting the fresh belt in place. Unlike the PKP, the belt does not disappear as the gun runs out of ammunition, unfortunately enough.]]&lt;br /&gt;
[[File:RSSM249-4.jpg|thumb|none|600px|And finally, a tug of the charging handle.]]&lt;br /&gt;
[[File:R6S cosplay guide gridlock M249.jpg|thumb|600px|none|Render of the M249 from Gridlock Cosplay Guide.]]&lt;br /&gt;
[[File:R6S wpn M249 SAW Scope.jpg|thumb|600px|none|The M249 SAW with Scope attachment.]]&lt;br /&gt;
&lt;br /&gt;
==Norinco QBB-95==&lt;br /&gt;
The [[Norinco QBB-95]] is available in the game with the Operation Blood Orchid expansion. It is indexed as the &amp;quot;T-95 LSW&amp;quot;, and is usable by the SDU attacker Ying. The weapon's description inaccurately states that it fires 5.56mm rounds, even though the weapon model is clearly based on the 5.8x42mm version. The QBB is also modeled with several T97.ca upgrades from civilian Type-97 rifles, such as the Flat-Top Upper, Enhanced Trigger Group, and Lower Hand Guard upgrades.&lt;br /&gt;
[[Image:QBB95.jpg|thumb|450px|none|Norinco QBB-95 - 5.8x42mm]]&lt;br /&gt;
[[File:T97.ca.jpg|thumb|none|450px|EMEI T97NSR with T97.ca LHG (Lower Hand Guard) and FTU (Flat Top Upper) modifications - .223 Remington]]&lt;br /&gt;
[[File:R6S-t95lsw.jpg|thumb|600px|none|Norinco QBB-95 in lobby.]]&lt;br /&gt;
[[File:RSS QBB-95 (1).jpg|thumb|none|600px|The QBB-95 in idle.]]&lt;br /&gt;
[[File:RSS QBB-95 (2).jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS QBB-95 (3).jpg|thumb|none|600px|Reloading the drum magazine.]]&lt;br /&gt;
[[File:RSS QBB-95 (4).jpg|thumb|none|600px|Charging the QBB.]]&lt;br /&gt;
[[File:RSS QBB-95 (5).jpg|thumb|none|600px|Stock attack of the weapon.]]&lt;br /&gt;
&lt;br /&gt;
==Krytac Trident LMG-E==&lt;br /&gt;
The same airsoft gun based on the [[Ares Shrike]] from ''[[Ghost Recon: Wildlands]]'' appears in ''Siege'' under the designation of &amp;quot;LMG-E&amp;quot;. The &amp;quot;LMG-E&amp;quot; is used exclusively by GROM operator Zofia, of the Operation White Noise expansion.&lt;br /&gt;
[[File:Krytac-55432.jpg|thumb|none|450px|'''Airsoft''' Krytac Trident LMG-E]]&lt;br /&gt;
[[File:R6S-lmge.jpg|thumb|600px|none|&amp;quot;LMG-E&amp;quot; in lobby.]]&lt;br /&gt;
[[File:RSS LMG-E (1).jpg|thumb|none|600px|The &amp;quot;LMG-E&amp;quot;, idle.]]&lt;br /&gt;
[[File:RSS LMG-E (2).jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSS LMG-E (3).jpg|thumb|none|600px|Opening the top cover.]]&lt;br /&gt;
[[File:RSS LMG-E (4).jpg|thumb|none|600px|Inserting a new belt box, which holds 150 rounds.]]&lt;br /&gt;
[[File:RSS LMG-E(5).jpg|thumb|none|600px|Feeding the ammunition belt into the receiver.]]&lt;br /&gt;
[[File:RSS LMG-E (6).jpg|thumb|none|600px|Charging the &amp;quot;LMG-E&amp;quot;.]]&lt;br /&gt;
[[File:RSS LMG-E (7).jpg|thumb|none|600px|Melee animation.]]&lt;br /&gt;
&lt;br /&gt;
==CETME Ameli==&lt;br /&gt;
The [[CETME Ameli]] is added in Operation Para Bellum as the &amp;quot;ALDA 5.56&amp;quot;. Being a primary option for Defense Operator Maestro, it is the only portable LMG available to Defenders.&lt;br /&gt;
[[Image:CetmeAmeli556.jpg|thumb|none|500px|CETME Ameli - 5.56x45mm]]&lt;br /&gt;
[[File:R6S Ameli.jpg|thumb|none|600px|The CETME Ameli in the main lobby.]]&lt;br /&gt;
[[File:R6S Ameli Idle.jpg|thumb|none|600px|The Ameli in the hands of Maestro. One could presume that he stole it from the Spanish GEO faction's armory.]]&lt;br /&gt;
[[File:R6S Ameli Sights.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:R6S Ameli Reload 1.jpg|thumb|none|600px|Lifting the tray cover to remove the spent belt box.]]&lt;br /&gt;
[[File:R6S Ameli Reload 2.jpg|thumb|none|600px|Attaching a new 80 round belt box onto the gun. There are a few things unusual with this belt box: the CETME Ameli only has 100 or 200-round belt boxes in reality, and the in-game 80-round belt box has a similar shape to the 200-round one, but is much smaller and slimmer. The in-game belt box also opens to the right rather than to the left like on the real belt boxes. Due to the right-sided belt box opening, Maestro uses an unorthodox process where he locks the first round in position (as pictured here) and then pulls the box out to attach it to the left side of the weapon, as opposed to the standard &amp;quot;attach the belt box first and then pull out the belt&amp;quot; procedure.]]&lt;br /&gt;
[[File:R6S Ameli Reload 3.jpg|thumb|none|600px|Pulling the charging handle.]]&lt;br /&gt;
[[File:R6S Ameli Melee.jpg|thumb|none|600px|Hitting a table with the stock of the Ameli.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
Shotguns are available to both sides in Multiplayer. Given the game's emphasis on micro-destruction, they make great assets in &amp;quot;redecorating&amp;quot; the interiors throughout the game's levels, except for the ones that fire slugs.&lt;br /&gt;
==Benelli M4 Super 90==&lt;br /&gt;
The [[Benelli M4 Super 90]] is available in the game, and goes by its US Military designation of M1014. Although in-game, the M4 holds 7+1 rounds, it is modeled with a 4-round civilian magazine-tube. The Benelli M4 is usable by every FBI operator except Ash.&lt;br /&gt;
[[file:Benelli m4 2.jpg‎|thumb|none|450px|Benelli M4 Super 90 with 4-shot tube - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90.jpg|thumb|600px|none|Benelli M4 Super 90 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 holding.jpg|thumb|none|600px|The M1014 in the hands of Thermite.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 aim.jpg|thumb|none|600px|Using the iron sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 1.jpg|thumb|none|600px|Loading a shell into the M1014's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Benelli M4 Super 90 reloading 2.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM SDASS Compact==&lt;br /&gt;
A [[Heckler &amp;amp; Koch FABARM FP6|FABARM SDASS Compact]] with ghost ring sights of the &amp;quot;Tactical&amp;quot; model appears as the &amp;quot;SG-CQB&amp;quot;. It can be used by every GIGN operator sans Montagne, who favors &amp;quot;Le Rock,&amp;quot; a massive riot shield in exchange of a primary weapon.&lt;br /&gt;
&lt;br /&gt;
[[file:FABARM SDASS compact 20.jpg|thumb|none|450px|FABARM SDASS Compact  - 12 gauge]]&lt;br /&gt;
[[file:Fabarm Sdass tactical -1-.jpg‎|thumb|none|450px|FABARM SDASS Tactical - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 500.jpg|thumb|600px|none|Heckler &amp;amp; Koch FABARM SDASS Tactical in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical holding.jpg|thumb|none|600px|Twitch holds her FABARM.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 1.jpg|thumb|none|600px|Dropping a shell into the chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege Heckler &amp;amp; Koch FABARM SDASS Tactical reloading 2.jpg|thumb|none|600px|Reloading the rest of the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Saiga-12K==&lt;br /&gt;
A heavily customized [[Saiga 12|Saiga-12K]], most closely resembling ones customized by the Hatcher Gun Company, appears as the &amp;quot;SASG-12&amp;quot; (which ''[[The Division]]'' followed suit with). It has a RIS foregrip with an aftermarket front sight and an AK-12 rear sight mounted on top, an aftermarket trigger-guard, Hogue pistol grip, and a CAA CBS AR-15 stock. It uses 8-round box magazines. The Saiga-12 is used primarily by Spetsnaz defenders, though the attacker recruit and Finka may use it as well. &lt;br /&gt;
&lt;br /&gt;
The weapon is the most powerful semi-automatic shotgun available that uses buckshot, but is offset by having the highest recoil aswell.&lt;br /&gt;
[[file:Saiga 12k-1.jpg|thumb|none|450px|Saiga-12K - 12 gauge]]&lt;br /&gt;
[[File:HGC Saiga.JPG|thumb|none|450px|A heavily customized Saiga-12 by the Hatcher Gun Company (H.G.C.) - 12 gauge]]&lt;br /&gt;
[[file:Rainbow Six Siege Saiga-12.jpg|thumb|600px|none|Custom Saiga-12K in the lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K holding.jpg|thumb|none|600px|First-person view of the Saiga.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K aim.jpg|thumb|none|600px|Aiming down the sights.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 1.jpg|thumb|none|600px|Inserting a new magazine.]]&lt;br /&gt;
[[file:RainbowSix Siege Saiga-12K reloading 2.jpg|thumb|none|600px|Pulling the charging handle. Despite being modeled with an ambidextrous charging handle, it uses an animation similar to that of the Vityaz-SN.]]&lt;br /&gt;
[[file:RSS Saiga12 (1).jpg|thumb|none|600px|Melee animation of a snake-skinned Saiga.]]&lt;br /&gt;
&lt;br /&gt;
==Mossberg 590A1 Blackwater==&lt;br /&gt;
The [[Mossberg 590A1|Mossberg 590A1 Blackwater]] is available in the game, issued to the SAS and the Secret Service operator Warden. The M590A1 is also somewhat used by terrorists in the Terrorist Hunt mode, though they usually carry assault rifles. Although in-game, the M590A1 hold 7 rounds, it is modeled with a 9-round magazine-tube.&lt;br /&gt;
&lt;br /&gt;
The weapon lacks damage, but offers decent RoF and recoil control.&lt;br /&gt;
&lt;br /&gt;
[[File:M590A1B.jpg|thumb|none|450px|Mossberg 590A1 Blackwater - 12 gauge]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1.jpg|thumb|600px|none|Mossberg 590A1 Blackwater in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 holding.jpg|thumb|none|600px|Holding the Mossberg 590A1 Blackwater.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 aim.jpg|thumb|none|600px|Aiming the shotgun.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 1.jpg|thumb|none|600px|Chamberloading the Mossberg.]]&lt;br /&gt;
[[file:RainbowSix Siege Mossberg 590A1 reloading 2.jpg|thumb|none|600px|Filling up the rest of the tube.]]&lt;br /&gt;
[[file:RSS M590A1 terrorist.jpg|thumb|none|600px|The business end of a terrorist's M590A1.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 (G&amp;amp;P M870 RAS)==&lt;br /&gt;
A short-barreled [[Remington 870]] equipped with a Command Arms UPG16 modular pistol grip, 6-postion M4 stock, bolted-on extended top rail, and flip-up iron sights is available to both the GSG-9 Attacker and Defender recruits, and both the GSG-9 Defender operators Jäger and Bandit. It is closely modeled after the G&amp;amp;P M870 RAS, an airsoft Remington 870.&lt;br /&gt;
&lt;br /&gt;
The weapon is the second most powerful shotgun in the game, although somewhat &amp;quot;balanced&amp;quot; by the fact that its efficiency diminishes greatly beyond point-blank range.&lt;br /&gt;
[[file:M870.jpg|thumb|450px|none|'''Airsoft''' G&amp;amp;P M870 RAS]]&lt;br /&gt;
[[file:RainbowSix Siege m870.jpg|thumb|600px|none|M870 in lobby.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 holding.jpg|thumb|none|600px|A GSG-9 recruit models the M870.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 aim.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 1.jpg|thumb|none|600px|Reloading. Placing a shell into the M870's chamber.]]&lt;br /&gt;
[[file:RainbowSix Siege m870 reloading 2.jpg|thumb|none|600px|Reloading, but this time from the magazine loading port. In spite of its size, suggesting a 3+1 capacity at the most, the weapon in-game holds an impressive 6 rounds in the tube, plus one in the chamber.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli M3 Super 90 Shorty==&lt;br /&gt;
The [[Benelli M3 Super 90|Benelli M3 Super 90 Shorty]] has been available in the game since the Operation Black Ice expansion was released, for JTF-2 defender Frost. It is referred to as the &amp;quot;Super 90,&amp;quot; and operates exclusively in semi-automatic mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Benelli_M3_Super_90_Shorty.jpg|thumb|450px|none|Benelli M3 Super 90 Shorty - 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-super90-001.jpg|thumb|600px|none|Super 90 in lobby.]]&lt;br /&gt;
[[File:RSSM1Super90.jpg|thumb|none|600px|Benelli M3 shorty in first person.]]&lt;br /&gt;
[[File:RSSM1Super90-1.jpg|thumb|none|600px|ADS on the M3 Super 90; the rear sight's usefulness is negligible at best.]]&lt;br /&gt;
[[File:RSSM1Super90-2.jpg|thumb|none|600px|Frost has not yet mastered the technique of chamber-loading this Benelli....]]&lt;br /&gt;
[[File:RSSM1Super90-3.jpg|thumb|none|600px|Loading more shells in the tube.]]&lt;br /&gt;
&lt;br /&gt;
==M26 Modular Accessory Shotgun System==&lt;br /&gt;
The JTF-2 operator Buck uses the [[M26 Modular Accessory Shotgun System]] as his gadget, equipped to whatever primary weapon (i.e. &amp;quot;C8-SFW&amp;quot; or &amp;quot;CAMRS&amp;quot;) he is using. It is named the Skeleton Key, an obvious allusion to the [[Knight's Armament Masterkey]]'s name, and also a likely nod to how the fictional Skeleton Key can open any door, paired with the fact the M26 was designed to be a door-breaching (or wall-breaching as the design is applied in ''Siege'') shotgun. It has a very large spread that limits its use in combat and at range, but is ''very'' destructive, able to create giant peek holes on walls with ease when combined with its spread. Like in [[Rainbow Six: Vegas|previous]] [[Rainbow Six: Vegas 2|games]], the M26 in the game is semi-automatic, while the real one is a straight-pull bolt action.&lt;br /&gt;
[[File:PEO M26 MASS on M4 Carbine.jpg|thumb|450px|none|M4A1 carbine fitted with M26 MASS - 5.56x45mm NATO &amp;amp; 12 gauge]]&lt;br /&gt;
[[File:Cc-r6.siege-c8sfw-001.jpg|thumb|600px|none|M26 MASS mounted to a Model 933 in lobby.]]&lt;br /&gt;
[[File:Cc-r6.siege-camrs-001.jpg|thumb|600px|none|M26 MASS mounted to a CAMRS in lobby.]]&lt;br /&gt;
[[File:RSSM26.jpg|thumb|none|600px|Activated M26 MASS on the Model 933.]]&lt;br /&gt;
[[File:RSSM26-1.jpg|thumb|none|600px|Reloading the M26; note the bolt locks back like a modern auto loading shotgun. In this instance, the carbine also sports its railed gas block instead of the front sight.]]&lt;br /&gt;
[[File:RSSM26-2.jpg|thumb|none|600px|Releasing the bolt on an empty C1A1's M26. Note the totally empty FAL magazine, even the follower is gone.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-12==&lt;br /&gt;
The [[Franchi SPAS-12]] was released in the Operation Dustline update as a possible loadout option for Navy SEAL operator Valkyrie. As with the Benelli M3, it operates only in semi-automatic mode.&lt;br /&gt;
[[File:SPAS12.jpg|thumb|450px|none|Franchi SPAS-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S-spas12.jpg|thumb|600px|none|SPAS-12 in lobby.]]&lt;br /&gt;
[[File:RSSSPAS12.jpg|thumb|none|600px|The SPAS-12 in first person.]]&lt;br /&gt;
[[File:RSSSPAS12-1.jpg|thumb|none|600px|Iron sight view of the SPAS-12, which appear to be identical to the ones on the same weapon in ''Far Cry 3'' and ''4''.]]&lt;br /&gt;
[[File:RSSSPAS12-2.jpg|thumb|none|600px|Valkyrie, on the other hand, has mastered the ability to load her shotgun from empty. And it's nice to see that developers understand how the SPAS-12 works in semi-automatic, leaving the pump locked and stationary. Also note the first-generation lever-type safety.]]&lt;br /&gt;
[[File:RSSSPAS12-3.jpg|thumb|none|600px|In an extremely rare display of realism, Valkyrie holds the shotgun upside down to load the tube with her right hand while keeping her left forefingers on the bolt release to enable the feed door to open.]]&lt;br /&gt;
&lt;br /&gt;
==Franchi SPAS-15==&lt;br /&gt;
The last addition of the Operation Skull Rain update is the SPAS-12's successor, the [[Franchi SPAS-15]], used exclusively by BOPE operator Caviera. It is depicted as semi-automatic only, and properly utilizes its bolt catch mechanism.&lt;br /&gt;
[[File:Franchi spas15.jpg|thumb|none|450px|Franchi SPAS-15 - 12 Gauge]]&lt;br /&gt;
[[File:R6S-spas15.jpg|thumb|600px|none|SPAS-15 in lobby.]]&lt;br /&gt;
[[File:RSSSPAS15.jpg|thumb|none|600px|SPAS-15 in-game view.]]&lt;br /&gt;
[[File:RSSSPAS15-1.jpg|thumb|none|600px|ADS view. As with the USAS-12 from Modern Warfare 3, optics are mounted rather high on the non-removable carry handle.]]&lt;br /&gt;
[[File:RSSSPAS-15-2.jpg|thumb|none|600px|Reloading the SPAS-15 mid-magazine.]]&lt;br /&gt;
[[File:RSSSPAS15-3.jpg|thumb|none|600px|Releasing the bolt....after making a new window.]]&lt;br /&gt;
&lt;br /&gt;
==Benelli Supernova==&lt;br /&gt;
The [[Benelli Supernova]] was added in the Operation Red Crow expansion, and is available to both SAT Operators, and the Peruvian Operator Amaru added in Y4S3. Its low damage and slow cycling speed takes a toll on its damage output, but offers excellent recoil control.&lt;br /&gt;
[[Image:Benelli Supernova pistol grip.jpg|thumb|none|450px|Benelli Supernova with pistol grip stock combination - 12 Gauge]]&lt;br /&gt;
[[File:R6S-supernova.jpg|thumb|600px|none|SuperNova menu model. Note the green furniture.]]&lt;br /&gt;
[[File:RSSSupernova.jpg|thumb|none|600px|Hibana holding the Benelli Supernova.]]&lt;br /&gt;
[[File:RSSSupernovaads.jpg|thumb|none|600px|Iron sights.]]&lt;br /&gt;
[[File:RSSSupernova-1.jpg|thumb|none|600px|Pumping the Supernova.]]&lt;br /&gt;
[[File:RSSSupernova-2.jpg|thumb|none|600px|Chamberloading the Benelli.]]&lt;br /&gt;
[[File:RSSSupernova-3.jpg|thumb|none|600px|Loading shells into the magazine tube. Like with most shotguns in Siege, the player turns it sideways/upside down.]]&lt;br /&gt;
[[File:RSSSupernova-4.jpg|thumb|none|600px|Melee attack.]]&lt;br /&gt;
&lt;br /&gt;
==FABARM STF 12==&lt;br /&gt;
Two variants of the [[FABARM STF 12]] are introduced in Operation Velvet Shell, the Pistolgrip F.E. (without the muzzle brake) as the primary &amp;quot;ITA12L&amp;quot; and the Short Initial as the secondary &amp;quot;ITA12S&amp;quot;. The ITA12S was the only secondary shotgun available in the game until the release of the &amp;quot;Super Shorty&amp;quot; in Operation Burnt Horizon of 2019. Both variants are available for both G.E.O. operators introduced in Operation Velvet Shell, while the secondary ITA12S is also available to Peruvian Operator Amaru introduced in Operation Ember Rise.&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Pistolgrip F.E.===&lt;br /&gt;
[[File:FABARM STF 12 PISTOLGRIP F.E..jpg|thumb|none|450px|FABARM STF 12 Pistolgrip F.E. - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12L.jpg|thumb|none|600px|ITA12L in lobby.]]&lt;br /&gt;
[[File:RSS STF 12 1.jpg|thumb|none|600px|The STF 12 in-game.]]&lt;br /&gt;
[[File:RSS STF 12 2.jpg|thumb|none|600px|Aiming.]]&lt;br /&gt;
[[File:RSS STF 12 3.jpg|thumb|none|600px|Reloading the STF 12 from empty.]]&lt;br /&gt;
[[File:RSS STF 12 4.jpg|thumb|none|600px|Loading the tube magazine.]]&lt;br /&gt;
[[File:RSS STF 12 5.jpg|thumb|none|600px|Hitting a pillow with the stock.]]&lt;br /&gt;
&lt;br /&gt;
===FABARM STF 12 Short Initial===&lt;br /&gt;
[[File:FABARM STF 12 SHORT INITIAL.jpg|thumb|none|450px|FABARM STF 12 Short Initial - 12 gauge]]&lt;br /&gt;
[[File:RainbowSixSiege-ITA12S.jpg|thumb|none|600px|ITA12S in lobby.]]&lt;br /&gt;
[[File:RSS STF 126.jpg|thumb|none|600px|The STF 12 Short Initial in idle.]]&lt;br /&gt;
[[File:RSS STF 12 7.jpg|thumb|none|600px|Chamberloading the shotgun.]]&lt;br /&gt;
[[File:RSS STF 12 8.jpg|thumb|none|600px|Stuffing more shells into the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Crye Precision Six12==&lt;br /&gt;
The [[Crye Precision Six12]] is available for both SDU operators introduced in Operation Blood Orchid, and comes in two variants, the standard variant as &amp;quot;SIX12&amp;quot; for Attack operator Ying and the integrally suppressed as &amp;quot;SIX12 SD&amp;quot; for Defense operator Lesion. Danish Jaeger Corps Operator Nøkk, added in Y4S2, also uses the SIX12 SD.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Crye Precision SIX12 2015.jpg|thumb|none|450px|Crye Precision SIX12 (2nd prototype) - 12 gauge]]&lt;br /&gt;
[[File:R6S-six12.jpg|thumb|none|600px|The SIX12 in lobby.]]&lt;br /&gt;
[[File:RSS Six12 (1).jpg|thumb|none|600px|Ying's Six12 in idle.]]&lt;br /&gt;
[[File:RSS Six12 (3).jpg|thumb|none|600px|Aiming down the MBUS iron sights.]]&lt;br /&gt;
[[File:RSS Six12 (4).jpg|thumb|none|600px|Reloading.]]&lt;br /&gt;
&lt;br /&gt;
===Suppressed===&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:R6S-six12sd.jpg|thumb|none|600px|Lesion's SIX12 SD.]]&lt;br /&gt;
[[File:RSS Six12 (2).jpg|thumb|none|600px|Lesion's suppressed Six12, equipped with a Trijicon RMR, similar to the reference image.]]&lt;br /&gt;
[[File:RSS Six12 (5).jpg|thumb|none|600px|Inserting a fresh cylinder on the SD variant.]]&lt;br /&gt;
[[File:RSS Six12 (6).jpg|thumb|none|600px|Stock attack of the Six12. Note that the &amp;quot;SIX12&amp;quot; engraving on the magazine can be seen on certain revolutions of the cylinder.]]&lt;br /&gt;
&lt;br /&gt;
==Fostech Origin-12==&lt;br /&gt;
The [[Fostech Origin-12]] is available in the game with the Operation Blood Orchid expansion. It is referred to as the &amp;quot;FO-12&amp;quot;, and is used by the GROM defender Ela. The weapon currently has the highest RoF out of any semi-automatic shotgun in the game and can also be equipped with a long-barrel to increase its damage over distances.&lt;br /&gt;
[[Image:Origin-12-short.jpg|thumb|none|450px|Fostech Origin-12 SBS with 5-round magazine - 12 gauge]]&lt;br /&gt;
[[File:R6S-fo12.jpg|thumb|600px|none|The Origin-12 in the lobby. The in-game weapon uses the 10-round magazine.]]&lt;br /&gt;
[[File:RSS Origin-12 (1).jpg|thumb|none|600px|Ela checks a suspicious garage door with her Origin-12.]]&lt;br /&gt;
[[File:RSS Origin-12 (2).jpg|thumb|none|600px|Aiming down the &amp;quot;diamond&amp;quot; sights.]]&lt;br /&gt;
[[File:RSS Origin-12 (3).jpg|thumb|none|600px|Reloading the Origin after revealing the dastardly delivery van that was hiding outside.]]&lt;br /&gt;
[[File:RSS Origin-12 (4).jpg|thumb|none|600px|Pressing the shotguns bolt release, a surprising maneuver given how most of the Rainbow operators prefer to yank their weapons' inviting charging handles instead.]]&lt;br /&gt;
[[File:RSS Origin-12 (5).jpg|thumb|none|600px|Meleeing with the shotgun.]]&lt;br /&gt;
[[File:Fostech Origin 12.jpg|thumb|none|450px|Fostech Origin-12 - 12 gauge]]&lt;br /&gt;
[[File:RSS Origin-12 (6).jpg|thumb|none|600px|The extended barrel attachment turns the Origin-12 SBS back into its factory variant.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;BOSG.12.2&amp;quot;==&lt;br /&gt;
The &amp;quot;BOSG.12.2&amp;quot; (BOSG presumably standing for Break-Open Shotgun, compare with how &amp;quot;SASG&amp;quot; likely stands for Semi-Auto Shotgun) is a tactical over/under shotgun that is usable by the 707th SMB operators introduced in the Operation White Noise expansion. It shares many design elements with the [[Mossberg HS12|Mossberg Maverick HS-12]] and Stoeger Double Defense Over and Under shotguns. It fires slug shells, unlike the other shotguns in the game. These slugs are extremely powerful and accurate, even at longer ranges. Plus its ability to fire both barrels in quick succession allows it to devastate operators once hit. Although, as a trade-off, its 2-round capacity and long reload time heavily punishes missed shots, plus its ability to damage the environment is limited.&lt;br /&gt;
&lt;br /&gt;
During public testing, the weapon was originally capable of penetrating the bulletproof windows of the executive jet in the &amp;quot;Presidential Plane&amp;quot; map, something only Glaz's SVU can do, but this ability was later removed in the official release.&lt;br /&gt;
&lt;br /&gt;
[[File:Maverick HS12.jpg|thumb|none|450px|Maverick HS-12 Thunder Ranch - 12 gauge]]&lt;br /&gt;
[[File:Stoeger Double Defense OverUnder.jpg|thumb|none|450px|Stoeger Double Defense Over and Under - 12 gauge]]&lt;br /&gt;
[[File:R6S-bosg122.jpg|thumb|600px|none|Preview of the &amp;quot;BOSG.12.2&amp;quot;.]]&lt;br /&gt;
[[File:RSS OverUnder (1).jpg|thumb|none|600px|The &amp;quot;BOSG.12.2&amp;quot; in idle.]]&lt;br /&gt;
[[File:RSS OverUnder (2).jpg|thumb|none|600px|Aiming the shotgun; these sights appear to be [http://www.uniquetek.com/product/T1264 Advantage Tactical pyramid pistol sights].]]&lt;br /&gt;
[[File:RSS OverUnder (3).jpg|thumb|none|600px|Ejecting spent shells. Note that, despite having been fired, these shells have unstruck primers.]]&lt;br /&gt;
[[File:RSS OverUnder (4).jpg|thumb|none|600px|Loading two more in. Reloading with only a single shell fired will only reload that single shell, the one in the bottom barrel.]]&lt;br /&gt;
[[File:RSS OverUnder (5).jpg|thumb|none|600px|Stock attack.]]&lt;br /&gt;
&lt;br /&gt;
==AA-12== &lt;br /&gt;
Added in Operation Para Bellum, the &amp;quot;ACS12&amp;quot; is a modified [[AA-12]], and can be used by Maestro and Alibi alike. Its standard iron sights are missing, the weapon instead being fitted with a G36C-like top rail system for mounting optics, a corresponding low-profile extended charging handle, and a handguard seemingly inspired by the [[Mk 14 Enhanced Battle Rifle]]'s Kydex handguard, with rail segments on its sides and bottom. It uses 20 or 32-round drum magazines in-game, which incorrectly hold 30 rounds (plus an incorrect 1 in the chamber, Ubisoft either not realizing or caring that the AA-12 is open-bolt).&lt;br /&gt;
&lt;br /&gt;
Of note is that the addition of the &amp;quot;ACS-12&amp;quot; marks the appearance of ''Siege'''s first (and so far only) fully-automatic shotgun, which also makes it the single most destructive weapon in terms of environmental destruction, able to eat through an entire wall in seconds. Balancing out its full-auto capability is its very big spread and the lowest damage of any shotgun in the game, but that's just another plus when you're busy bulldozing entire rooms because it allows more destruction per shot.&lt;br /&gt;
&lt;br /&gt;
Incidentally, the name &amp;quot;ACS-12&amp;quot; was first used for this weapon in a previous Ubisoft game, ''[[Splinter Cell: Blacklist]]''. Presumably Ubisoft has its own dictionary for non-trademark-infringing weapon names for its allegedly interconnected video game universe spanning multiple franchises.&lt;br /&gt;
[[File:AA12FullAutoShotGun.jpg|thumb|none|450px|AA-12 - 12 gauge]]&lt;br /&gt;
[[File:R6S AA-12.jpg|thumb|none|600px|The &amp;quot;ACS12&amp;quot; in the main lobby. This camouflage finish is, interestingly, the default skin for this weapon.]]&lt;br /&gt;
[[File:R6S AA-12 Idle.jpg|thumb|none|600px|The AA-12 in Alibi's white-nailed hands. The text on the scope mount reads &amp;quot;Mil-spec 1913 Rail&amp;quot; on the first line, and &amp;quot;Scope Mount&amp;quot; on the second.]]&lt;br /&gt;
[[File:R6S AA-12 Sights.jpg|thumb|none|600px|Aiming the shotgun; someone should probably let Bandit know that Alibi stole his [[MP7|MP7A1]]'s sights.]]&lt;br /&gt;
[[File:R6S AA-12 Reload 1.jpg|thumb|none|600px|Removing an empty drum after a quick and impressive demonstration of the game's destruction mechanics...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 2.jpg|thumb|none|600px|...inserting a fresh one...]]&lt;br /&gt;
[[File:R6S AA-12 Reload 3.jpg|thumb|none|600px|...and ignoring enemy gunfire whilst pulling the charging handle, an action which does not apparently require touching it.]]&lt;br /&gt;
[[File:R6S AA-12 Melee.jpg|thumb|none|600px|Then again, Alibi can make sparks by hitting a table with a shotgun, so she might very well be some sort of magician.]]&lt;br /&gt;
&lt;br /&gt;
==Akdal Arms MKA 1919==&lt;br /&gt;
A heavily customized Turkish-made [[Akdal Arms MKA 1919]] semi-automatic shotgun is available with the Operation Wind Bastion Expansion. The customizations include the lower receiver being modified to fit a [[Bushmaster ACR]] stock and Magpul MOE pistol grip, a modified Chaos quad-rail hand guard, a shortened 13&amp;quot; barrel with appropriately modified gas-system, the front sight repinned to the barrel, an enlarged charging handle and bolt-release paddle, and custom 10-round magazines.&lt;br /&gt;
&lt;br /&gt;
Simply dubbed &amp;quot;TCSG12&amp;quot; in-game, the weapon is used by GIGR defender Kaid and Mexican FES defender Goyo. The shotgun only fires slugs, just like the &amp;quot;BOSG-12.2&amp;quot;, and is the first slug-firing shotgun to have an ACOG sight, turning it into the defenders' only pseudo-DMR primary, more than anything else. The weapon's only barrel attachment is the suppressor.&lt;br /&gt;
[[file:Akdal Arms MKA 1919.jpg|thumb|450px|none|Akdal MKA 1919 - 12 gauge]]&lt;br /&gt;
[[file:Akdal Arms MKA 1919 Custom.jpg|thumb|450px|none|A custom &amp;quot;Tac 19&amp;quot; Akdal MKA 1919 by RRA with modified Chaos quad-rail.]]&lt;br /&gt;
[[file:Akdal MKA 1919 custom lower.jpg|thumb|450px|none|A custom milled aluminum Akdal MKA 1919 lower receiver built to fit a Bushmaster ACR stock and a B5 Systems Type 23 P-Grip.]]&lt;br /&gt;
[[File:R6S wpn TCSG12.jpg|thumb|600px|none|The custom Akdal MKA 1919 in the lobby.]]&lt;br /&gt;
[[File:R6S wpn TCSG12 2.jpg|thumb|600px|none|The other side. Note the charging handle.]]&lt;br /&gt;
[[File:Kaidgun1.jpg|thumb|none|600px|none|Kaid holding the heavily customized Akdal MKA 1919.]]&lt;br /&gt;
[[File:Kaidgun2.jpg|thumb|none|600px|Aiming down sights.]]&lt;br /&gt;
[[File:Kaidgun3.jpg|thumb|600px|none|Removing the magazine during a partial reload.]]&lt;br /&gt;
[[File:Kaidgun4.jpg|thumb|600px|none|Loading a new magazine. The markings on the magwell read &amp;quot;Made in Turkey&amp;quot;.]]&lt;br /&gt;
[[File:Kaidgyb5.jpg|thumb|600px|none|Pulling the bolt back before removing empty magazine.]]&lt;br /&gt;
[[File:Kaidgun6.jpg|thumb|600px|none|Flipping the empty magazine out of the gun.]]&lt;br /&gt;
[[File:Kaidgun7.jpg|thumb|600px|none|Inserting a new magazine.]]&lt;br /&gt;
[[File:Kaidgun8.jpg|thumb|600px|none|Pressing the bolt release to chamber a new round.]]&lt;br /&gt;
&lt;br /&gt;
==Remington 870 MCS==&lt;br /&gt;
While referred to as a &amp;quot;[[Serbu Super Shorty|Super Shorty]]&amp;quot;, the secondary shotgun made available to both Australian operators in Operation Burnt Horizon is actually a [[Remington 870 MCS]], in the short-barreled &amp;quot;Masterkey&amp;quot; configuration, as evidenced by the MCS's distinctive forend (compared to the Super Shorty's folding foregrip).&lt;br /&gt;
[[File:Remington 870 MCS MK.jpg|thumb|none|450px|Remington 870 MCS Masterkey - 12 gauge]]&lt;br /&gt;
[[File:R6S wpn Super Shorty.jpg|thumb|600px|none|The MCS Masterkey in the lobby.]]&lt;br /&gt;
[[File:R6sshorty1.jpg|thumb|600px|none|Mozzie holding the &amp;quot;Super Shorty&amp;quot;.]]&lt;br /&gt;
[[File:R6sshorty3.jpg|thumb|600px|none|&amp;quot;Aiming&amp;quot;; the MCS doesn't come with any sights by default, making this a bit of a pointless exercise.]]&lt;br /&gt;
[[File:R6sshorty4.jpg|thumb|600px|none|Loading a shell into the chamber...]]&lt;br /&gt;
[[File:R6sshorty2.jpg|thumb|600px|none|...then another 2 in the tube.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
Launchers are almost always Operator gadgets. Other launchers of note include Capitão's crossbow, Hibana's X-KAIROS, Zofia's KS79 LIFELINE, and Nomad's Airjab Launcher, not listed here for one reason or another.&lt;br /&gt;
==Heckler &amp;amp; Koch M320==&lt;br /&gt;
The [[Heckler &amp;amp; Koch M320]], indexed as &amp;quot;M120 CREM,&amp;quot; is used by the FBI SWAT operative &amp;quot;Ash&amp;quot;. It appears stand-alone in the game with a longer barrel and an under-barrel rail with an attached vertical grip instead of the the built-in folding vertical grip. Ingame it fires specialized (and, given the reload animation, seemingly caseless) breaching rounds that drill into destructible surfaces, then explode after a delay in order to ensure maximum penetration. The shell does not explode if it does not hit a breachable surface.&lt;br /&gt;
&lt;br /&gt;
To the relief of some and the disappointment of others, the game's list of &amp;quot;breachable surfaces&amp;quot; does not include enemies; although getting directly struck with the shell deals a moderate amount of damage. While the breaching round itself also has a small blast radius and is not reliable against human targets, getting caught in the explosion of an armed round deals a large amount of damage.&lt;br /&gt;
&lt;br /&gt;
[[file:XM320 stock extended.jpg|thumb|none|450px|Heckler &amp;amp; Koch M320 with optional telescoping stock - 40x46mm]]&lt;br /&gt;
[[file:RainbowSix Siege m320 holding.jpg|thumb|none|600px|Ash with the customized Heckler &amp;amp; Koch M320.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 aim.jpg|thumb|none|600px|Aiming the M320 with non-standard sights mounted directly on top, similar to the [[Heckler &amp;amp; Koch HK69A1|HK69A1]]. The Closed Alpha launcher had them on raised rails like the image above.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 1.jpg|thumb|none|600px|Handling another breaching round.]]&lt;br /&gt;
[[file:RainbowSix Siege m320 reloading 2.jpg|thumb|none|600px|The &amp;quot;M120 CREM&amp;quot; barrel loaded and about to be closed.]]&lt;br /&gt;
[[File:RSS M120 (1).jpg|thumb|none|600px|The update from &amp;quot;Operation Blood Orchid&amp;quot; altered the M320's reload animation; Ash keeps the muzzle pointed up now.]]&lt;br /&gt;
[[File:RSS M120 (2).jpg|thumb|none|600px|Bashing with the pistol grip.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades &amp;amp; Explosives=&lt;br /&gt;
Equipment in this category are all non-exclusive &amp;quot;generic&amp;quot; gadgets available to multiple Operators (alongside things like Barbed Wire and Deployable Shields), though they are still limited to one team.&lt;br /&gt;
&lt;br /&gt;
==C4==&lt;br /&gt;
Bundles of C4 charges, somewhat strangely referred to as &amp;quot;Nitro Cells&amp;quot;, are available for certain defenders. Unlike other explosives; the C4 sticks to surfaces and is manually detonated with a cellphone.&lt;br /&gt;
&lt;br /&gt;
The weapon is currently the most powerful explosive available, capable of instantly incapacitating or outright killing anyone caught in its 5m blast radius; however, as a heavy explosive, its throwing distance is considerably shorter than that of grenades. It also emits a faint beeping sound once deployed, which can potentially alert attackers to its presence.&lt;br /&gt;
[[File:M112.jpg|thumb|none|300px|M112 C4 Demolition Charge]]&lt;br /&gt;
[[File:RainbowSix Siege c4 a.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
[[File:RainbowSix Siege c4 b.jpg|thumb|600px|none|C4 in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18 Smoke Grenade==&lt;br /&gt;
The [[M18 smoke grenade]] is available to attacking operators.&lt;br /&gt;
[[file:M18red.jpg|thumb|none|200px|M18 smoke grenade]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke.jpg|thumb|600px|none|M18 smoke grenade in game. Apparently, it releases grenade-colored smoke (compare with the above image).]]&lt;br /&gt;
[[file:RainbowSix Siege m18 smoke holding.jpg|thumb|600px|none|M18 smoke grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M67 Hand Grenade==&lt;br /&gt;
The [[M67 hand grenade]] is given to some attacking operators.&lt;br /&gt;
&lt;br /&gt;
The weapon explodes after 4 seconds and deals high damage, although since the grenade is primarily focused on scattering shrapnel than an explosion: it does smaller environmental damage than the impact grenade. The grenade can be cooked to reduce the chances of an enemy escaping the blast once thrown, but cooking it for longer than 4 seconds will cause it to detonate; killing the wielder and anyone else unlucky enough to be near them.&lt;br /&gt;
[[File:Baseball.jpg|thumb|none|200px|M67 hand grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade a.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m67 grenade holding.jpg|thumb|600px|none|M67 hand grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M84 Stun Grenade==&lt;br /&gt;
The [[M84 stun grenade]] is another non-lethal grenade for attackers.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 Stun Grenade]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade.jpg‎|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
[[File:RainbowSix Siege m84 grenade holding 1.jpg‎|thumb|600px|none|M84 Stun Grenade in game.]]&lt;br /&gt;
&lt;br /&gt;
==M18A1 Claymore Mine==&lt;br /&gt;
The [[M18A1 Claymore]] was added in the September 13, 2016 patch 4.2 for attacking operators. The weapon is very powerful, capable of incapacitating or outright killing anything infront of it once it goes off.&lt;br /&gt;
&lt;br /&gt;
Unlike traditional claymores, the mine is triggered with three laser beams arranged in a triangular pattern, that extend upto three meters each. If a defender touches any of the lasers: the mine will explode in a 180-degree radius, with a lethal range of upto 5 meters. Although as a balancing measure, both teams can see the claymore's lasers.&lt;br /&gt;
[[File:M18a1 07.jpg|thumb|none|450px|M18A1 Claymore anti-personnel mine]]&lt;br /&gt;
[[File:RSS M18A1.jpg|thumb|none|600px|Back of the Claymore in the loadoout screen, note the warnings.]]&lt;br /&gt;
[[File:RSS M18A1-1.jpg|thumb|none|600px|And a triple laser beam trigger device is glued on the enemy-facing side.]]&lt;br /&gt;
[[File:RSS M18A1-2.jpg|thumb|none|600px|Claymore in-game.]]&lt;br /&gt;
&lt;br /&gt;
==T13 Beano grenade==&lt;br /&gt;
The Impact Grenade was added on September 13, 2016, in patch 4.2. It is a modernized depiction of the WWII-era T13 Beano impact grenade. It is exclusive to defenders and deals limited damage in a small radius of 2.5m (infact you'd actually have to throw it directly at someone to get any kind of decent damage). Although, its small explosion radius and damage means its relatively safe to throw around to create large openings in destructible surfaces for other operators to pass through, in comparison to other explosives.&lt;br /&gt;
[[File:T13 Impact Grenade.jpg|thumb|none|200px|T13 Beano impact grenade]]&lt;br /&gt;
[[File:R6simpact.jpg|thumb|600px|none|The Beano grenade in the lobby; note that the model somewhat concerningly lacks a pin...]]&lt;br /&gt;
[[File:R6sholdingimpact.jpg|thumb|600px|none|...the consequences of which are actually reflected in first-person, with the button on top popping up to reveal a red ring.]]&lt;br /&gt;
[[File:Impactholer6s.jpg|thumb|600px|none|Vigil observing the results of chucking a grenade at a wall.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==PP-19 Bizon==&lt;br /&gt;
A [[PP-19 Bizon]] is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement, though it isn't available for use in-game.&lt;br /&gt;
[[File:Bizon1.jpg‎|thumb|none|450px|PP-19 Bizon-1 - 9x18mm Makarov]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg||thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AK-107==&lt;br /&gt;
In the introductory video for the Spetsnaz operator Fuze, terrorists are shown wielding what appears to be [[AK-107]] rifles.&lt;br /&gt;
[[File:Ak107-2.jpg|thumb|none|450px|AK-107 with experimental 60-round magazine - 5.45x39mm]]&lt;br /&gt;
[[File:RSS AK107.jpg||thumb|none|600px|Note the distinctive gas tube containing the counter-balance recoil system and the scope rail.]]&lt;br /&gt;
[[File:RSS AK107-1.jpg||thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==Mk 19 Grenade Launcher==&lt;br /&gt;
GSG-9 operative Jäger tests his trademark active defense system against a remote [[Mk 19 Grenade Launcher]] firing a training 40mm round in his introduction video.&lt;br /&gt;
[[File:US Mk. 19 40mm grenade machine-gun.jpg|thumb|none|450px|Mk 19 grenade launcher in vehicle mounting - 40x53mm]]&lt;br /&gt;
[[File:RSS Mk19.jpg|thumb|none|600px|The Mark-19 with a mounted camera scope rises out of a bunker. Note the blue rounds, which usually signify dummy ammunition.]]&lt;br /&gt;
[[File:RSS Mk19-1.jpg|thumb|none|600px|The business end of the mean machine.]]&lt;br /&gt;
&lt;br /&gt;
==RPG-7==&lt;br /&gt;
An [[RPG-7]] is seen in the map &amp;quot;Clubhouse&amp;quot;, in the basement.&lt;br /&gt;
[[File:Rpg-7.jpg‎|thumb|none|450px|RPG-7 with PG-7VM rocket and PGO-7 scope - 40mm]]&lt;br /&gt;
[[File:Rainbowsix 2016-05-10 02-58-47.jpg||thumb|none|600px]]&lt;br /&gt;
&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
Blackbeard's &amp;quot;Guerrilla&amp;quot; elite skin features an unusable [[AN/M14 incendiary grenade]], attached to his chest by seemingly nothing.&lt;br /&gt;
[[File:Gh-ANM14-TH3.jpg|thumb|none|200px|AN/M14 incendiary grenade (modern version with black/orange color scheme &amp;amp; [[M83 smoke grenade|M83]]-type body)]]&lt;br /&gt;
&lt;br /&gt;
==M26 Hand Grenade==&lt;br /&gt;
Blackbeard's aforementioned elite skin also features an unusable [[M26 hand grenade]] attached to his belt.&lt;br /&gt;
[[File:200px-M-67handgrenade.jpg|thumb|none|200px|M26 hand grenade]]&lt;br /&gt;
&lt;br /&gt;
{{Tom Clancy Series}}&lt;br /&gt;
[[Category: Video Game]]&lt;br /&gt;
[[Category: Tom Clancy]]&lt;br /&gt;
[[Category: First-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Fallout:_New_Vegas&amp;diff=1300131</id>
		<title>Fallout: New Vegas</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Fallout:_New_Vegas&amp;diff=1300131"/>
		<updated>2019-10-10T02:19:44Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* Browning Hi-Power */ The intro is not an FMV, it's an animation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name=Fallout: New Vegas&lt;br /&gt;
|picture=NEWVEGAS-COVER.jpg&lt;br /&gt;
|caption=PC Boxart&lt;br /&gt;
|series=Fallout&lt;br /&gt;
|date=2010&lt;br /&gt;
|developer=Obsidian Entertainment&lt;br /&gt;
|platforms=PC&amp;lt;br&amp;gt;Xbox 360&amp;lt;br&amp;gt;Playstation 3&lt;br /&gt;
|publisher=Bethesda Softworks&lt;br /&gt;
|genre=Action Role-Playing&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:FalloutNewVegasUltimateEditionCoverPC.jpg|thumb|right|300px|''Fallout: New Vegas Ultimate Edition'' (2012). The game and all its DLC was released together as the Ultimate Edition in February 2012.]]&lt;br /&gt;
&lt;br /&gt;
'''''Fallout: New Vegas''''' is the fourth installment in the long-running ''Fallout'' series. The game takes place in a post-apocalyptic Nevada, roughly four years after (but not influenced by) the events of the previous title, ''[[Fallout 3]]''. It was developed by Obsidian Entertainment (''[[Alpha Protocol]]'') and published by Bethesda in 2010. The game is available for the PC, Xbox 360, and PlayStation 3. [[Ron Perlman]], [[Danny Trejo]], [[Kris Kristofferson]], and [[Matthew Perry]] can be found among the voice actors of the game.&lt;br /&gt;
&lt;br /&gt;
The game follows the story of Courier 6, who is ambushed while carrying a mysterious package bound for New Vegas at the behest of Mr. House, the reclusive ruler of the city. Shot in the head, Courier 6 survives and soon finds themself wrapped up in the oncoming battle between the New California Republic and a band of slavers from Arizona and Colorado known as Caesar's Legion.&lt;br /&gt;
&lt;br /&gt;
A host of DLC were released for the game, which were then collected into the ''Fallout New Vegas: Ultimate Edition''. The first, &amp;quot;Dead Money&amp;quot;, revolves around a long-planned casino heist in the Sierra Madre, a famous casino locked since the Great War. &amp;quot;Honest Hearts&amp;quot; takes place in the post-War Zion National Park and, among other things, adds a new caliber to the game, .45 ACP. &amp;quot;Old World Blues&amp;quot; takes place at the scientific research facility Big Mountain or the Big MT. The final regular DLC, &amp;quot;Lonesome Road&amp;quot;, adds backstory for the main character, Courier 6, as well as taking place in the ruins of various military installations in the towns of Hopeville and Ashton. A fifth pack, &amp;quot;Gun Runners' Arsenal&amp;quot;, did not add any story content, but instead added a host of weapons to various vendors around the game.&lt;br /&gt;
&lt;br /&gt;
''Fallout: New Vegas'' has a very in-depth ammunition system. The player can reload ammo, and there are many variants of each ammunition type. For a list, see the [[Talk:Fallout: New Vegas|discussion page]].&lt;br /&gt;
&lt;br /&gt;
(*) indicates that the weapon was added in the DLC.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are seen in the video game ''Fallout: New Vegas'':'''&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Handguns=&lt;br /&gt;
As an interesting note for the three &amp;quot;hammered&amp;quot; handguns (the Hi-Power and the two Colts): upon drawing the weapon, they will have an uncocked hammer. The first trigger pull is therefore technically in double-action mode; afterward, each subsequent shot the entire time the handgun is equipped is in single-action. While this is not correct for any of the three single-action handguns, it's still a nice touch.&lt;br /&gt;
&lt;br /&gt;
==Browning Hi-Power==&lt;br /&gt;
The [[Browning Hi-Power]] appears as the &amp;quot;9mm Pistol&amp;quot;, made by a fictional &amp;quot;M&amp;amp;A Gun Manufacturers&amp;quot; according to the slide legends. It can be modified with a short-range scope and a 20-round magazine. The 9mm is by far one of the most common weapons in the Mojave, and seems to have been adopted by the NCR as their standard sidearm. The 9mm appears almost everywhere and is given to the player by Doc Mitchell at Goodsprings at the game's beginning, unless the player has rolled their character's stats for a combat proficiency other than Guns. The standard Hi-Power is seen in the hands of series mascots Vault Boy and Vault Girl in various perk icons, and is used by Vault Boy on the achievement icon for the quest &amp;quot;You'll Know it When It Happens.&amp;quot; It also appears in NCR propaganda posters. The Hi-Power is a very adequate firearm, with mediocre damage that benefits from how common 9mm ammo is, but still leads to it getting replaced quickly for better sidearms.&lt;br /&gt;
&lt;br /&gt;
A unique version called &amp;quot;Maria&amp;quot;, decorated with pearl grips (painted with Our Lady of Guadalupe) and nickel-plated with heavy damascene engraving, is carried by Benny (voiced by Matthew Perry), which he uses to execute the player in the opening FMV. The player can later acquire it from him (either by killing him or pickpocketing it from him, the latter allows the player to complete the &amp;quot;Talk About Owned&amp;quot; by killing Benny with Maria). Besides being fashionable, Maria boasts a higher fire rate, damage per shot and accuracy over the normal 9mm pistol at a cost of not allowing mods to be attached. &lt;br /&gt;
[[Image:Browning HP West German Police.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm Parabellum]]&lt;br /&gt;
[[Image:FalloutNewVegasHi-Power.jpg|400px|thumb|none|The in-game model for the 9mm Pistol.]]&lt;br /&gt;
[[Image:9mm pistol with all modifications.jpg|400px|thumb|none|The 9mm Pistol fitted with an extended magazine and a short-range scope.]]&lt;br /&gt;
[[Image:FalloutNV_2010-10-25_12-15-24-46.jpg|600px|thumb|none|The Courier stands out in New Vegas, holding his Hi-Power.]]&lt;br /&gt;
[[Image:FalloutNV_2010-10-25_12-15-28-79.jpg|600px|thumb|none|The Courier aims his Hi-Power at the horizon.]]&lt;br /&gt;
[[Image:FalloutNVHi-Power.jpg|600px|thumb|none|The Courier reloads his Hi-Power. Yes, the slide magically locks back when reloading. An attempt has been made to make this look sensible through a pivoting slide release lever; however, the actual slide release doesn't move, and the lever that Obsidian apparently mistook for one is actually the safety.]]&lt;br /&gt;
[[Image:FalloutNVhipowerposter.jpg|600px|thumb|none|While wandering Camp McCarren, The Courier finds a NCR poster warning soldiers about sexually transmitted diseases that features an illustrated Hi-Power.]]&lt;br /&gt;
[[Image:FONV Saint Mary's Pistol.jpg|thumb|none|400px|In-game model for the unique &amp;quot;Maria&amp;quot; variant.]]&lt;br /&gt;
[[Image:Benny With Maria.jpg|thumb|none|600px|''&amp;quot;From where you're kneeling, it must seem like an 18-carat run of bad luck. Truth is... the game was rigged from the start.&amp;quot;''&amp;lt;br/&amp;gt;Benny draws Maria from his jacket, before shooting the Courier in the head during the opening intro.]]&lt;br /&gt;
[[Image:FalloutNV9mmMaria.jpg|600px|thumb|none|The Courier, in an ironic twist of fate, holds Benny's own &amp;quot;Maria&amp;quot; on him while visiting Benny at The Fort.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger Vaquero/Colt Single Action Army==&lt;br /&gt;
The &amp;quot;.357 Magnum Revolver&amp;quot; appears to blend elements of the [[Colt Single Action Army]], the [[Ruger Vaquero]], and various other SAA replicas. Like the Vaquero, the cylinder can be moved without the hammer being half-cocked, uses a transfer bar instead of a firing pin, and the cylinder can rotate in either direction. However, it shares similarities with the Colt, such as the three pins on the frame, where the Vaquero only has two, and also lacks a base pin, which is present on both Colts and Rugers but is absent on several replica SAAs. The base gun has a 4.75&amp;quot; barrel, but can be modified with a 7.5&amp;quot; Cavalry barrel that increases the damage by +3, as well as an engraved &amp;quot;heavy duty&amp;quot; cylinder which increases its maximum condition by +50%. The .357 Magnum Revolver is a very common lower tier gun, used by everyone from Powder Gangers to NCR Patrol Rangers.&lt;br /&gt;
&lt;br /&gt;
The .357 is one of the first guns available besides the 9mm Pistol and the Varmint Rifle, and does very reliable damage until heavier armor gets involved.&lt;br /&gt;
&lt;br /&gt;
A unique version called &amp;quot;Lucky&amp;quot; can be found in a safe in the Bison Steve casino in Primm, with a club symbol on ivory grips and an engraved black-and-gold finish. &amp;quot;Lucky&amp;quot; is the fastest-firing revolver in the game. It serves as a high-level eater of .357 Magnum ammo, with its fast ROF and increased damage muted only by its 6-round capacity.&lt;br /&gt;
[[File:Ruger Vaquero stainless 5.5 inch 45.jpg|350px|thumb|none|Ruger Vaquero - .45 Long Colt]]&lt;br /&gt;
[[File:ColtSAA475barrel.jpg|350px|thumb|none|Colt Single Action Army - .45 Long Colt]]&lt;br /&gt;
[[Image:FalloutNewVegas357_magnum_revolver.jpg|thumb|none|450px|The in-game model of the normal &amp;quot;.357 Magnum Revolver&amp;quot;.]]&lt;br /&gt;
[[Image:FNV357 all mods.jpg|thumb|none|450px|The .357 equipped with a longer barrel and a &amp;quot;heavy duty&amp;quot; cylinder.]]&lt;br /&gt;
[[Image:FalloutNV357Magnum.jpg|601px|thumb|none|The Courier holds his .357 Magnum while staring out at Outer Vegas. Notice the lack of firing pin.]]&lt;br /&gt;
[[Image:FalloutNV357Magnum-2.jpg|601px|thumb|none|Realizing his revolver isn't fully loaded, the Courier begins to reload his .357 Magnum.]]&lt;br /&gt;
[[Image:FalloutNV357Magnum-3.jpg|601px|thumb|none|The Courier aims his .357 Magnum.]]&lt;br /&gt;
[[Image:FalloutNewVegasLucky357Magnum.jpg|thumb|none|450px|The in-game model of the unique &amp;quot;Lucky&amp;quot; variant.]]&lt;br /&gt;
[[Image:FalloutNV357MagnumLucky.jpg|601px|thumb|none|Following some adventuring, the Courier aims the unique &amp;quot;Lucky&amp;quot; variant.]]&lt;br /&gt;
[[Image:FalloutNV357MagnumLucky-2.jpg|601px|thumb|none|Before going into Gomorrah, the Courier reloads &amp;quot;Lucky&amp;quot;.]]&lt;br /&gt;
[[File:FNV True Police Stories.jpg|thumb|none|600px|A loading screen prominently features several of the game's skill magazines, a copy of &amp;quot;True Police Stories&amp;quot; (which boosts the Courier's crit chance by 5%) front and center. This magazine's cover, which seems to feature some sort of SAA-type revolver, is actually derived from a cover for the 1945 movie ''Dick Tracy, Detective''.]]&lt;br /&gt;
&lt;br /&gt;
==Smith &amp;amp; Wesson Model 29==&lt;br /&gt;
The [[Smith &amp;amp; Wesson Model 29]] returns from ''[[Fallout 3]]'', renamed the &amp;quot;.44 Magnum Revolver&amp;quot; as it no longer has a scope by default. The .44 is a relatively common find at higher levels, carried by some Legionaries, Gomorrah lieutenant Cachino, some Fiends, Old Ben in Freeside, and Raul Tejada ([[Danny Trejo]]), former ''vaquero'' and vagrant handyman, carries one as his signature weapon. The .44 Magnum is as powerful as it was in ''Fallout 3'' and can be used more freely now that it lacks the scope. The scope is still available as a modification, plus a &amp;quot;heavy frame&amp;quot; that gives the gun a matte finish and bright S&amp;amp;W rosewood grips.&lt;br /&gt;
&lt;br /&gt;
The unique version of the Model 29 is known as the &amp;quot;Mysterious Magnum&amp;quot; and features a nickel-plated finish with engravings, a mother of pearl grip, and a mysterious tune that plays whenever the pistol is drawn or holstered. The Mysterious Magnum can be obtained by talking to the Lonesome Drifter, who can be found by a Sunset Sarsaparilla billboard near the El Dorado Dry Lake. The Mysterious Magnum has a faster fire rate, better accuracy, and increased critical hit damage. A version of the Mysterious Magnum with extremely buffed damage is also used by the Mysterious Stranger.&lt;br /&gt;
[[Image:Smith&amp;amp;WessonModel29.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 - .44 Magnum]]&lt;br /&gt;
[[Image:Fallout_New_Vegas44_magnum_revolver.jpg|thumb|none|450px|In-game model of the .44 Magnum Revolver.]]&lt;br /&gt;
[[Image:FNV 44 all mods.jpg|thumb|none|450px|The .44 fitted with a scope and &amp;quot;heavy frame&amp;quot;.]]&lt;br /&gt;
[[Image:MysteriousMagnum.jpg|thumb|none|450px|The &amp;quot;Mysterious Magnum&amp;quot;, complete with mother of pearl grips and gorgeous engravings.]]&lt;br /&gt;
[[Image:FalloutNV44Magnum.jpg|thumb|none|600px|The Courier holds his Smith &amp;amp; Wesson Model 29.]]&lt;br /&gt;
[[Image:FalloutNV44Magnum-2.jpg|thumb|none|600px|The Courier reloads his Model 29. The speedloader's textures tend to glitch.]]&lt;br /&gt;
[[Image:FalloutNewVegas44Magnum-3.jpg|thumb|none|600px|The Courier aims his Model 29, on the watch for any punks.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;12.7mm Pistol&amp;quot;==&lt;br /&gt;
The &amp;quot;12.7mm Pistol&amp;quot; is a fictious pistol chambered for the also fictious 12.7mm intermediate round (essentially the .50 BMG cartridge with shortened projectile and case length). It is based on the &amp;quot;SIG-Sauer 14mm Pistol&amp;quot; from ''[[Fallout]]'' and ''[[Fallout 2]]'', though the magazine is inserted into the grip instead of being housed in front of the trigger like the original 14mm. Like the original design, it is roughly 50% ultra-chunky [[Hammerli 280]] (now minus the separate magwell) and 50% the [[(Blade Runner) - LAPD 2019 Blaster|&amp;quot;LAPD 2019 Blaster&amp;quot;]] from the movie ''[[Blade Runner]]'', though a gun even closer to the ''Blade Runner'' weapon exists too. It can be modified with a silencer. The 12.7mm Pistol is as rare as its ammo, found in Bloodborne Cave and carried by NCR troops at Hoover Dam as well as NCR Ranger Presidential Guards. While it needs high Strength and Guns skill to use, the 12.7mm's power is one to be reckoned with, piercing flesh and armor alike with ease and making it a solid choice for a high-level sidearm.&lt;br /&gt;
&lt;br /&gt;
A unique variant was added with the Gun Runners' Arsenal DLC, named &amp;quot;Lil' Devil&amp;quot;. This unique compact variant has a shorter barrel and synthetic black grips, as well as a dark matte finish. Lil' Devil, besides being an adorable name for a sidearm, is better than the standard 12.7mm in almost every way, from damage to the fact it can be snuck into Strip casinos. The only disadvantage is that it can't be fitted with a silencer.&lt;br /&gt;
&lt;br /&gt;
[[Image:H280.jpg|thumb|400px|none|Hammerli 280 - .22 LR]]&lt;br /&gt;
[[File:BladeRunner1982Blaster01.jpg|thumb|400px|none|LAPD 2019 Blaster from ''Blade Runner''.]]&lt;br /&gt;
[[Image:FalloutNewVegas_12mm_Pistol.jpg|thumb|none|450px|The in-game model of the 12.7mm Pistol.]]&lt;br /&gt;
[[Image:FNV12.7mm Silencer.jpg|thumb|none|450px|The 12.7mm Pistol fitted with a silencer. The gun is still quite loud even with it, but enemies treat it as fully silent.]]&lt;br /&gt;
[[Image:Lil' Devil.jpg|thumb|none|450px|The 12.7mm's compact variant, the &amp;quot;Lil' Devil&amp;quot;.]]&lt;br /&gt;
[[Image:FalloutNV12mmpistol.jpg|601px|thumb|none|The Courier aims his 12.7mm Pistol while taking a visit to Novac.]]&lt;br /&gt;
[[Image:FalloutNV12mmpistol2.jpg|601px|thumb|none|Knowing what lies beyond, the Courier reloads his 12.7mm Pistol.]]&lt;br /&gt;
[[Image:FalloutNV12mmpistol3.jpg|601px|thumb|none|The Courier aims his 12.7mm Pistol, showing that it's a faithful replica of the original 14mm design from Fallout's past.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;10mm Pistol&amp;quot;==&lt;br /&gt;
The &amp;quot;10mm Pistol&amp;quot; returns from ''[[Fallout 3]]''. As in that game, it is loosely based on a [[Desert Eagle|Magnum Research Desert Eagle]]. The 10mm is very common, sold and carried by many merchants, Vault 19 Powder Gangers, and many members of the Kings. Unlike the Browning and two Colt pistols, it seems to operate entirely in double action and can be modified with a laser sight, suppressor, and extended magazine. The 10mm is a rather good weapon, beating out the 9mm in damage and DPS but falling short when the magnum revolvers come into play.&lt;br /&gt;
[[Image:MKIRight.jpg|thumb|none|400px|Magnum Research Desert Eagle Mark I - .357 Magnum]]&lt;br /&gt;
[[Image:FalloutNewVegas10mm_pistol.jpg|thumb|none|450px|In-game model for the N99 10mm Pistol.]]&lt;br /&gt;
[[Image:FalloutNewVegas10mm_pistol2.jpg|thumb|none|600px|A 10mm Pistol with all modifications.]]&lt;br /&gt;
[[Image:FalloutNV_2010-10-25_11-52-19-44.jpg|thumb|none|601px|The Courier aims his 10mm Pistol while eyeing the wall of New Vegas.]]&lt;br /&gt;
[[Image:FalloutNV_2010-10-25_11-54-16-90.jpg|thumb|none|601px|Later, the Courier notices the high front sight of the N99, due to it being ported over from ''Fallout 3''.]]&lt;br /&gt;
[[Image:FalloutNV10mmPistol.jpg|thumb|none|601px|The Courier reloads his 10mm Pistol. Notice how the back of the magazine is missing textures, likely an error on the developer's side. The Desert Eagle Mark I-like safety can also be seen here.]]&lt;br /&gt;
[[Image:FalloutNV10mmPistol-2.jpg|thumb|none|601px|The Courier, his duster, and his 10mm Pistol.]]&lt;br /&gt;
[[File: FNV Weathered 10mm.jpg|thumb|none|600px|The unique Weathered 10mm Pistol; note the less reflective look and overall cleaner-looking texture compared to the base version.]]&lt;br /&gt;
&lt;br /&gt;
==LAPD 2019 'Blaster'==&lt;br /&gt;
The pistol from ''[[Blade Runner]]'' makes a return to the ''Fallout'' series. Called the &amp;quot;That Gun&amp;quot; in-game, in reference to &amp;quot;That Gun from ''Fallout 1'' and ''2''&amp;quot;, the .223 Pistol. Like its predecessor, it chambers 5.56x45mm NATO and can also chamber .223, which wears out the gun slower at the cost of less damage. The Gun Runners' Arsenal DLC adds a non-unique variant of this weapon, called  the &amp;quot;5.56mm Pistol&amp;quot;. &amp;quot;That Gun&amp;quot; can be purchased from Cliff Briscoe in Novac or stolen from the back room. The 5.56mm Pistol is more than just old ''Fallout'' nostalgia, but a rather good weapon. While it has no modifications available unlike most of the handguns, it can chamber the several 5.56mm variants, such as armor-piercing or hollow-point ammo.&lt;br /&gt;
&lt;br /&gt;
The handgun is useable to complete two movie-related challenges (tasks the player can complete to earn XP). &amp;quot;Benefit or a Hazard&amp;quot; refers to the film the gun originated in, ''Blade Runner'', and requires the Courier (fittingly) kill robots with the pistol, while &amp;quot;Dyin' Ain't Much of a Livin'&amp;quot; (a reference to Clint Eastwood's line to a bounty hunter in ''[[The Outlaw Josey Wales]]'') requires the Courier kill members of enemy faction hit squads with &amp;quot;Cowboy&amp;quot; themed weapons (which includes all revolvers and lever-action weapons, including the decidedly un-Western 5.56mm).&lt;br /&gt;
[[Image:HERO1.jpg|350px|thumb|none|LAPD 2019 'Blaster'.]]&lt;br /&gt;
[[Image:FalloutNewVegas556mmPistol.jpg|thumb|none|450px|The in-game model for the 5.56mm Pistol. Note that the gun only has one trigger instead of two.]]&lt;br /&gt;
[[Image:FNVThatGun.jpg|thumb|none|450px|The unique &amp;quot;That Gun.&amp;quot;]]&lt;br /&gt;
[[Image:223pistol.jpg|thumb|none|600px|The Courier holds his 5.56mm Pistol while at the Lucky 38 suite.]]&lt;br /&gt;
[[Image:FalloutNVLAPDBlasterreload.jpg|thumb|none|600px|The Courier reloads his 5.56mm Pistol. The unique speedloader is a nice touch.]]&lt;br /&gt;
[[Image:FalloutNV223pistol.jpg|thumb|none|600px|The Courier aims his 5.56mm Pistol at the suite's wallpaper.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger 22/45==&lt;br /&gt;
The [[Ruger 22/45]] appears as the &amp;quot;Silenced .22 Pistol&amp;quot;. It has an integral sliencer and will not alert enemies (who have not been shot) of the player's presence. It will not dismember on hit and does less damage to limbs. It is also one of the two guns players can always sneak into casinos regardless of their sneak skill, the other being the Police Pistol. The .22 Pistol is very common, being found in Camp McCarran, the Vikki and Vance Casino, as well as being sold by Mr. Holdout on the Strip; one will always be used to kill the White Glove Society member Chauncey during &amp;quot;Beyond the Beef,&amp;quot; even if something would physically prevent the bullets from reaching him (such as a party member).&lt;br /&gt;
&lt;br /&gt;
[[File:Ruger 2245 target.jpg|thumb|none|350px|Ruger 22/45 Target - .22 LR]]&lt;br /&gt;
[[Image:FalloutNewVegasSilenced22Pistol.jpg|thumb|none|350px|The in-game model of the Silenced .22 Pistol.]]&lt;br /&gt;
[[Image:FalloutNV22pistol.jpg|thumb|none|600px|The Courier holds his Ruger 22/45 while looking at a ruined house. As the HUD suggests, it holds an incorrect 16 rounds; standard 22/45 magazines hold 10 rounds, and aftermarket ones can hold 12.]]&lt;br /&gt;
[[Image:FalloutNV22pistol-2.jpg|thumb|none|600px|The Courier reloads his Ruger 22/45, ignoring his disappearing forearm.]]&lt;br /&gt;
[[Image:FalloutNV22pistol-3.jpg|thumb|none|600px|The Courier aims his Ruger 22/45 at an old wall.]]&lt;br /&gt;
&lt;br /&gt;
==Colt New Service*==&lt;br /&gt;
The [[Colt New Service]] appears in the first ''New Vegas'' DLC, ''Dead Money'', as the &amp;quot;Police Pistol&amp;quot;. It uses .357 Magnum rounds. It is fired exclusively in single action, despite the New Service being a double-action revolver. The inclusion of this pistol is a reference to ''[[Treasure of the Sierra Madre, The|The Treasure of the Sierra Madre]]'', which was a major influence for the DLC alongside the Japanese suspense film ''[[Battle Royale]]''. The weapon is extremely useful in &amp;quot;Dead Money&amp;quot; due to its very high critical hit ratio; it is incredibly useful for killing unconscious Ghosts, the zombie-like residents of the Sierra Madre. The Colt New Service can be found at the Sierra Madre in various containers, as well as in Dean Domino's Secret Stashes.&lt;br /&gt;
[[Image:DSC2866.jpg‎|thumb|none|350px|Colt New Service - .38 Special]]&lt;br /&gt;
[[File:New vegas police pistol.jpg|thumb|none|400px|The model for the &amp;quot;Police Pistol&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Magnum Research BFR==&lt;br /&gt;
The [[Magnum Research BFR]] appears as the &amp;quot;Hunting Revolver&amp;quot;, chambered in .45-70 Govt'. Unlike the real BFR, which is a single action only revolver that feeds from a loading gate, the Hunting Revolver is a double action revolver that feeds through a swing-out cylinder. It always has an unremovable scope. The Gun Runners' Arsenal DLC adds a variant which can accept modifications; this includes a 6-shot cylinder and a match barrel, decreasing weapon spread. The Hunting Revolver can be found in a variety of places; carried by the mercenary Orris in Freeside, at the campfire in Bloodborne Cave, and tucked away in the REPCONN Test Site. The Hunting Revolver is a solid way to use up .45-70 early in the game, with solid damage and accuracy that is only tempered by the wonky scope view.&lt;br /&gt;
&lt;br /&gt;
The Ranger Sequoia is a unique scopeless version given to NCR Rangers, with a black finish, gold engraving, the NCR bear and Ranger symbol on the wood grip, a brass plate reading &amp;quot;20 Years&amp;quot; on the underside, and &amp;quot;For Honorable Service&amp;quot; and &amp;quot;Against All Tyrants&amp;quot; engraved on the different sides of the barrel. The Ranger Sequoia is much rarer, found on some NCR Veteran Rangers as well as their commander, Chief Hanlon ([[Kris Kristofferson]]); his can be acquired during the quest &amp;quot;Return to Sender,&amp;quot; depending on its resolution. The Ranger Sequoia is one of the game's most powerful weapons, being more accurate, firing faster, and having higher damage than the base Hunting Revolver.&lt;br /&gt;
[[File:BFR 45-70 1.jpg|400px|thumb|none|Magnum Research BFR - .45-70 Govt']]&lt;br /&gt;
[[File:20101124025745!HuntingRevolver.jpg|450px|thumb|none|The standard Hunting Revolver.]]&lt;br /&gt;
[[File:Hunting revolver 1 2.jpg|450px|thumb|none|The Hunting Revolver fitted with a &amp;quot;match barrel&amp;quot; as well as a modified scope. The scope was a cut modification from the Gun Runners' Arsenal DLC. A 6-shot cylinder is also available.]]&lt;br /&gt;
[[Image:FalloutNVHuntRev.jpg|thumb|none|600px|The Courier holds his BFR while outside of the Gun Runners.]]&lt;br /&gt;
[[Image:FalloutNVHuntRev-2.jpg|thumb|none|600px|The Courier reloads his BFR, as .45-70 casings tumble out.]]&lt;br /&gt;
[[Image:FalloutNVHuntRev-3.jpg|thumb|none|600px|The Courier fires his BFR. A rather small muzzleflash, considering the caliber.]]&lt;br /&gt;
[[File:RangerSequoia.jpg|450px|thumb|none|The &amp;quot;Ranger Sequoia&amp;quot;.]]&lt;br /&gt;
[[Image:FalloutNVRangerSeq.jpg|thumb|none|600px|The Courier aims his Ranger Sequoia as Novac serves as a backdrop.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M1911A1*==&lt;br /&gt;
The Honest Hearts DLC introduces the [[M1911A1]] as the &amp;quot;.45 Auto Pistol.&amp;quot; Joshua Graham describes the gun as &amp;quot;designed by one of my tribe almost four hundred years ago,&amp;quot; referring to fellow LDS follower John Moses Browning. The Dead Horses, and most tribes in Zion, make extensive use of it. After beating the main questline of Honest Hearts, .45 Auto ammunition, and the weapons which fire it, are carried by the Gun Runners outside New Vegas; the weapons themselves are never used by NPCs outside the Park, however. The .45 Auto Pistol can take two upgrades: the HD Slide improves the weapon's durability, while the suppressor eliminates the gun's report. After these upgrades, the pistol resembles a [[Colt XSE]]. At one point, the in-game iron sights were going to be an upgrade, with the gun having default, more traditional M1911 sights; this ended up being cut, and these sights are permanent on the default weapon in the final game. It correctly holds 7 rounds. The M1911A1 is a powerful weapon, with damage output on par with the 12.7mm Pistol and (illogically) vastly outperforming the 10mm pistol. It is the most powerful holdout weapon compatible with a suppressor, but ammo is hard to come by outside of Zion, as .45 ACP can only be obtained by purchasing it from certain merchants or reloading.&lt;br /&gt;
[[Image:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[Image:Fallout New Vegas M1911A1 Original Iron-sights.jpg|400px|thumb|none|The original, unused iron sights can still be found in the game files, as seen here.]]&lt;br /&gt;
[[Image:FalloutNV1911.jpg|thumb|none|600px|The Courier holds his M1911A1 at some distant buildings.]]&lt;br /&gt;
[[Image:FalloutNV1911-2.jpg|thumb|none|600px|The Courier reloads his M1911A1. The animations are reused from the 9mm pistol.]]&lt;br /&gt;
[[Image:FalloutNV1911-3.jpg|thumb|none|600px|The Courier gives us a close up of his M1911A1.]]&lt;br /&gt;
[[Image:ColtXSE.jpg|thumb|none|350px|Colt XSE 1911 - .45 ACP]]&lt;br /&gt;
[[Image:FalloutNewVegas 1911.jpg|450px|thumb|none|Fully upgraded in-game model for the M1911A1 with the HD slide and suppressor.]]&lt;br /&gt;
[[Image:FalloutNVM1911Sup.jpg|thumb|none|600px|Back in the Lucky 38 Suite, the Courier aims his fully upgraded M1911A1.]]&lt;br /&gt;
&lt;br /&gt;
==Colt New Agent*==&lt;br /&gt;
Joshua Graham from the &amp;quot;Honest Hearts&amp;quot; DLC carries a unique .45 Auto pistol, a [[M1911|Colt New Agent]] with a snakeskin-pattern grip and Greek script engraved into the slide. The script (καὶ τὸ φῶς ἐν τῇ σκοτίᾳ φαίνει on the right side and και η σκοτια αυτο ου κατελαβεν on the left side) is a quote from the Bible (John 1:5) ''&amp;quot;And the light shineth in darkness and the darkness comprehended it not&amp;quot;'', from which the weapon's name, &amp;quot;A Light Shining in Darkness&amp;quot;, is derived. In keeping with this name, the slide glows in the dark, making it easier to use in poorly lit caves and ruins. It holds 6 rounds of .45 Auto in its magazine. Despite the decreased ammo capacity, in every other way A Light Shining In Darkness is superior to the base .45 Auto, having higher damage, reduced weight, a faster rate of fire, and increased crit chance and damage.&lt;br /&gt;
[[Image:Colt New Agent.jpeg|thumb|none|350px|Colt New Agent - .45 ACP]]&lt;br /&gt;
[[Image:A Light Shining in Darkness.jpg|thumb|none|401px|In-game model for the unique &amp;quot;A Light Shining in Darkness&amp;quot;. Note that the slide seems to be modeled on a [[Colt Officer's ACP]].]]&lt;br /&gt;
[[Image:FalloutNVColtCommander-2.jpg|thumb|none|600px|The Courier holds his New Agent on the dastardly wallpaper.]]&lt;br /&gt;
[[Image:FalloutNVColtCommander-3.jpg|thumb|none|600px|The Courier reloads his New Agent.]]&lt;br /&gt;
[[Image:FalloutNVColtCommander.jpg|thumb|none|600px|The Courier holds his New Agent, showing the snakeskin grip and inscription.]]&lt;br /&gt;
&lt;br /&gt;
==Brescia Model 00*==&lt;br /&gt;
The &amp;quot;Lonesome Road&amp;quot; DLC adds a modified Brescia Model 00, appearing simply as the &amp;quot;Flare Gun&amp;quot;. Many Marked Men have it (and, in some cases, are scripted to fire it into the air, presumably signaling for help), and some emergency kits do as well. As an in-game weapon, it cannot be used for any sort of signaling, but can be used to do damage to (and ignite) enemies from a distance- provided, that is, that the player can compensate for the arc-type trajectory of the flares. However, its main advantage is its ability to frighten away abominations - even the mighty Deathclaw is terrified by flares. Bizarrely, while the animations suggest that the weapon fires ordinary flares, it actually consumes 10 units of flamethrower fuel per shot. Even more bizarrely, the flare gun is also an improved holdout weapon, perfect for dealing with the ever present danger of Deathclaw attacks on the Strip.&lt;br /&gt;
[[File:Brescia Model 00 flare pistol.jpg|thumb|400px|none|Brescia Model 00 - 1&amp;quot; flare.]]&lt;br /&gt;
[[File:FNV Flare Gun.jpg|thumb|none|400px|The in-game model of the Brescia. While there are some differences, such as the shape of the trigger and hammer, the resemblance is still obvious - especially from the other side, as it is even marked correctly.]]&lt;br /&gt;
[[Image:FNV Flare.jpg|thumb|none|600px|A flare gun lying on the ground in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Ruger GP100==&lt;br /&gt;
While not usable in-game, a [[Ruger GP100]] appears on the cover of the &amp;quot;Guns and Bullets&amp;quot; skill book, which permanently raises the user's Guns skill by 3 points.&lt;br /&gt;
[[Image:GP101.jpg|thumb|none|400px|Stainless Ruger GP100 - .357 Magnum]]&lt;br /&gt;
[[File:FNV Guns And Bullets.jpg|thumb|none|600px|The cover of the &amp;quot;Guns and Bullets&amp;quot; skill book, an obvious play on the real-world ''Guns and Ammo'' magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Shansi Type 17==&lt;br /&gt;
Similarly, while the [[Mauser C96#Shansi Type 17|Shansi Type 17]] can't be used in-game, it still makes an appearance, being one of the unusable weapons in Mick's weapon stash in the back of Mick &amp;amp; Ralph's. It is exactly the same model as the one used in ''[[Fallout 3]]''.&lt;br /&gt;
[[Image:C96-10.jpg|thumb|none|400px|Shansi Type 17 - .45 ACP]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Guns=  &lt;br /&gt;
==&amp;quot;10mm Submachine Gun&amp;quot;==&lt;br /&gt;
The &amp;quot;10mm Submachine Gun&amp;quot; returns from ''[[Fallout 3]]'', again bearing a distinct resemblance to the [[MP5#Heckler &amp;amp; Koch SMG|Prototype]] from the defunct H&amp;amp;K SMG program, though the pistol grip and trigger guard are reminiscent of that of the [[Thompson]] line of submachine guns. It can be found on many mid-level humanoid mobs such as Jackal gang members and members of the Kings. It can also be found as level-adjusted loot in gun lockers once the player reaches a high enough level.&lt;br /&gt;
&lt;br /&gt;
Although the in-game description for the 10mm SMG lists a high DPS, it shares the common weakness of most shotguns and automatic weapons in ''Fallout: New Vegas'' in that much of its theoretical power is negated by the new Damage Threshold system. In addition to losing much of its damage, the high spread of this weapon requires the player to be at close ranges for all of the rounds fired to impact on the target. Despite this, if the player does manage to get into close range via stealth or ambushing it can be a powerful weapon against unarmored enemies.&lt;br /&gt;
&lt;br /&gt;
It can be modified with a 40-round magazine and a recoil compensator.&lt;br /&gt;
&lt;br /&gt;
The Gun Runners' Arsenal DLC adds a unique variant known as &amp;quot;Sleepytyme&amp;quot;, which has an integral suppressor, greater damage, and a higher rate of fire. It is also a holdout weapon that can be carried into casinos and is the ''only'' automatic holdout weapon available. .&lt;br /&gt;
[[File:HK SMG II.jpg|thumb|none|400px|Heckler &amp;amp; Koch SMG II - 9x19mm]]&lt;br /&gt;
[[Image:FalloutNewVegas10mm_SMG.jpg|thumb|none|450px|The in-game model for the 10mm SMG.]]&lt;br /&gt;
[[Image:10mm SMG with extended mag and recoil comp.jpg|thumb|none|450px|The 10mm SMG fitted with an extended magazine and a recoil compensator.]]&lt;br /&gt;
[[Image:FalloutNV10mmSMG.jpg|thumb|none|600px|The Courier holds his 10mm SMG.]]&lt;br /&gt;
[[Image:FalloutNV10mmSMG-2.jpg|thumb|none|600px|He the reloads it, wondering why it has what seems to be an unusable underfolding stock.]]&lt;br /&gt;
[[Image:FalloutNV10mmSMG-3.jpg|thumb|none|600px|A shot of the weapon in third-person. The right side is more or less exactly the same as the left.]]&lt;br /&gt;
[[Image:FalloutNewVegasSleepytyme.jpg|thumb|none|450px|The in-game model for the unique suppressed 10mm SMG &amp;quot;Sleepytyme&amp;quot;.]]&lt;br /&gt;
[[Image:FalloutNVSleepytyme.jpg|thumb|none|600px|Out on the streets, the Courier holds &amp;quot;Sleepytyme&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==M3 &amp;quot;Grease Gun&amp;quot;==&lt;br /&gt;
An [[M3 Grease Gun]] chambered for 9mm rounds appears as the &amp;quot;9mm submachine gun&amp;quot;. It is scaled down so it can be held one-handed. It can be modified with drum magazines that increase ammo capacity by 30 rounds and a &amp;quot;light bolt&amp;quot; that increases the rate of fire. The 9mm SMG is fairly common, with the player being able to acquire one right at the start of the game with a high enough Repair skill. Its standard 30-round magazine and easy-to-find 9mm ammo make it one of the better starter weapons, but it loses its effectiveness once armor gets involved.&lt;br /&gt;
&lt;br /&gt;
The unique variant, &amp;quot;Vance's 9mm submachine gun&amp;quot;, can be acquired by completing an unmarked quest to track it down after it was stolen from a casino dedicated to fictious criminals Vikki &amp;amp; Vance, the latter of which owned the gun. Vikki &amp;amp; Vance are stated to have been contemporaries of Bonnie &amp;amp; Clyde, making their use of an M3 anachronistic by about ten years. &amp;quot;Vance's 9mm submachine gun&amp;quot; comes with a pristine black finish, wood or bakelite grips, no stock, and express-type sights. While like all unique variants it cannot be modified, it comes with 60-round magazines and a rate of fire inbetween the default 9mm SMG and it with the light bolt modification, in addition to the usual unique variant upgrades. It is one of the few reasons to keep 9mm ammo by the late game, the sheer volume of fire it can deliver will bring down most enemies.&lt;br /&gt;
&lt;br /&gt;
The Lonesome Road DLC adds the &amp;quot;H&amp;amp;H Tools nail gun&amp;quot; as a weapon. The nail gun bears a striking resemblance to the M3, featuring a very similar profile and layout, even having the M3's crank lever and replacing the M3's ejection port with a safety switch. The Nail Gun is an amusing and powerful weapon in the right hands, doing double damage to limbs if the player can keep nails stockpiled.&lt;br /&gt;
[[Image:M3_Grease.jpg|thumb|none|450px|M3 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[Image:FalloutNewVegas9mmSMG.jpg|thumb|none|500px|The in-game model of the &amp;quot;9mm SMG.&amp;quot;]]&lt;br /&gt;
[[Image:Vance's 9mm submachine gun.jpg|thumb|none|500px|&amp;quot;Vance's 9mm SMG&amp;quot;. The same drum magazines are also used for the default 9mm SMG's modification.]]&lt;br /&gt;
[[Image:FalloutNV9mmSMG.jpg|thumb|none|600px|The Courier holds his M3 Grease Gun on some threatening walls.]]&lt;br /&gt;
[[Image:FalloutNV9mmSMG-2.jpg|thumb|none|600px|The Courier reloads his M3 Grease Gun, giggling at its tiny collapsing stock.]]&lt;br /&gt;
[[Image:FalloutNV9mmSMG-3.jpg|thumb|none|600px|The Courier holds his Grease Gun.]]&lt;br /&gt;
[[Image:H&amp;amp;H Tools nail gun.jpg|thumb|none|600px|The clearly Grease Gun-inspired &amp;quot;H&amp;amp;H Tools Nail Gun.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
==American-180==&lt;br /&gt;
The [[American-180]] appears in-game as the &amp;quot;Silenced .22 SMG&amp;quot;. It lacks a stock and is integrally suppressed. It can be upgraded with a larger drum magazine that increases capacity by 60 rounds. It can be found on Gomorrah Bank Guards and Fiend raiders in Vault 3. Its high rate of fire and rather large magazine capacity make the gun somewhat useful against lightly armored foes, but the overall weakness of .22 render it useless when even slightly heavy armor gets into the fray.&lt;br /&gt;
[[Image:American-180.jpg|thumb|500px|none|American-180 - .22 LR]]&lt;br /&gt;
[[Image:Silenced22SMG.jpg|600px|thumb|none|The .22 Submachine Gun in all its glory.]]&lt;br /&gt;
[[Image:830px-Silenced22SMG%20(1).png.png|600px|thumb|none|The .22 Submachine Gun equipped with an expanded drum magazine, granting an extra 60 rounds. This also raises the iron sights to allow the user to see over the larger drum.]]&lt;br /&gt;
[[Image:FalloutNVAmerican180.jpg|thumb|none|600px|The Courier holds his recently purchased American-180.]]&lt;br /&gt;
[[Image:FalloutNVAmerican180-2.jpg|thumb|none|600px|The Courier checks his American-180's sights.]]&lt;br /&gt;
[[Image:FalloutNVAmerican180-3.jpg|thumb|none|600px|The Courier reloads his American-180.]]&lt;br /&gt;
[[Image:FalloutNVAmerican180-4.jpg|thumb|none|600px|A good shot of the American-180.]]&lt;br /&gt;
&lt;br /&gt;
==Thompson Sub-Machine Guns==&lt;br /&gt;
Two variants of the Thompson SMG series appear in game, one as an energy weapon, the other as a conventional slug-thrower.&lt;br /&gt;
&lt;br /&gt;
===M1928 Thompson===&lt;br /&gt;
An [[M1928 Thompson]]-inspired energy weapon appears as the &amp;quot;Laser RCW&amp;quot; (Rapid Capacitor Weapon, according to the game's director Josh Sawyer). It holds 60 Electron Charge Packs in a drum and can be modified with a Recycler attachment, which replenishes 1 shot per 4 fired. In addition, on the rear portion of the receiver, it has a rail-top carry handle based on the H&amp;amp;K [[G36C]]'s. The RCW is a fairly common energy weapon, used by Fiends, Brotherhood of Steel scribes, and members of the Bright Brotherhood. The RCW is a rather decent energy weapon, beating out the pistol-based weapons but falling short in the long run due to its overall low damage.&lt;br /&gt;
[[Image:M1928A1Drum.jpg‎ |thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP ]]&lt;br /&gt;
[[Image:FalloutNVLaserRCW.jpg|thumb|none|550px|In-game model of the &amp;quot;Laser RCW&amp;quot;.]]&lt;br /&gt;
[[Image:FalloutNVLaserRCW-2.jpg|thumb|none|600px|The Courier holds his Laser RCW while looking at some lovely scenery.]]&lt;br /&gt;
[[Image:FalloutNVLaserRCW-3.jpg|thumb|none|600px|The Courier aims his Laser RCW, noting the sights aren't too different from a normal Thompson.]]&lt;br /&gt;
[[Image:FalloutNVLaserRCW-4.jpg|thumb|none|600px|The Courier reloads his Laser RCW by replacing the energy cell in the &amp;quot;drum&amp;quot;.]]&lt;br /&gt;
[[Image:FalloutNVLaserRCW-5.jpg|thumb|none|600px|The Courier holds his Laser RCW, giving a clear view of all the glowy bits.]]&lt;br /&gt;
&lt;br /&gt;
===Thompson M1A1*===&lt;br /&gt;
The [[M1A1 Thompson]] appears as the &amp;quot;.45 Auto Submachine Gun&amp;quot;, introduced in the &amp;quot;Honest Hearts&amp;quot; DLC. It can be modified with a Cutts compensator to reduce spread, as well as M1921/M1928 50-round drum magazines which somehow work with the M1A1's magazine well. The weapon is used heavily by the White Legs tribe, who call them &amp;quot;storm drums,&amp;quot; and is stocked by a variety of traders in the Mojave following the completion of the DLC's campaign. The .45 Auto SMG is a powerful SMG on par with the 12.7mm SMG, with a high rate of fire combined with powerful rounds, tempered by rather poor accuracy.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|450px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:FalloutNewVegas45_Auto_submachine_gun.jpg|thumb|none|500px|In-game model for the .45 Auto SMG]]&lt;br /&gt;
[[Image:FalloutNVThompson.jpg|thumb|none|600px|The Courier holds his M1A1 Thompson after buying it.]]&lt;br /&gt;
[[Image:FalloutNVThompson-5.jpg|thumb|none|600px|The Courier aims his M1A1 Thompson and finds that someone has stolen his rear sight post.]]&lt;br /&gt;
[[Image:FalloutNVThompson-2.jpg|thumb|none|600px|Not letting a minor problem stop him, the Courier reloads his M1A1 Thompson.]]&lt;br /&gt;
[[Image:FalloutNVThompson-3.jpg|thumb|none|600px|The Courier holds his M1A1 Thompson.]]&lt;br /&gt;
[[Image:FONV-Thompson-submachine gun with both modifications.jpg|thumb|none|500px|The in-game model for the fully upgraded .45 Auto SMG.]]&lt;br /&gt;
[[Image:FalloutNVThompson-4.jpg|thumb|none|600px|The Courier holds his fully upgraded M1A1 Thompson following a brief adventure to Zion.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;12.7mm Submachine Gun&amp;quot;==&lt;br /&gt;
The heavy-hitter of the submachine gun category, the &amp;quot;12.7mm submachine gun&amp;quot;, while largely fictional, has some distinct features from some real-world weapons, using a top-mounted 21-round magazine that lies flat along the top of the weapon, rather like that of an [[FN P90]] (interestingly, the rear sight is mounted to this magazine, rather like the [[Calico]] series), and what appears to be a [[TDI Vector]]-style offset recoil system (which, given the caliber, would probably be necessary). It can be found on the Legion's Veteran Decanii, and other high-ranking officials, as well as some of their assassins and vexillarius at higher levels, high-level White Legs in &amp;quot;Honest Hearts&amp;quot;, and both high-level marked men and Ulysses in &amp;quot;Lonesome Road&amp;quot;; one can also be found in Bloodborne Cave, and can be bought from some weapon merchants and the Great Khans at higher levels, as well as the Vendortron, and occasionally Knight Torres. &lt;br /&gt;
&lt;br /&gt;
The Gun Runner's Arsenal DLC adds a version that can be customized further than the one in the base game - while the standard version can accept a suppressor (which, like the [[PGM Hecate II]]'s suppressor, reduces enemies' ability to hear the weapon, rather than eliminating it), the GRA version can also be fitted with a laser sight (which increases accuracy), and a &amp;quot;Stacked Magazine&amp;quot;, which raises the capacity from 21 rounds to 27). The 12.7mm SMG is the best submachine gun in the game, due to the extremely powerful 12.7mm round. It shreds through light, medium and heavy armor and can take down high-end enemies like Rangers, Deathclaws and Paladins within a few mags. However, the scarcity of the ammo plus the relatively small magazine somewhat limits the 12.7mm SMG's power.&lt;br /&gt;
[[Image:FNP90Side.jpg|thumb|none|450px|FN P90 - FN 5.7x28mm.]]&lt;br /&gt;
[[Image:KrissSuperV.jpg|thumb|none|450px|TDI / KRISS USA Gen I Vector - .45 ACP.]]&lt;br /&gt;
[[File:FNV 12.7mm SMG.jpg|thumb|none|500px|The in-game model of the 12.7mm SMG. Note that there doesn't seem to be enough space behind the magazine for the bolt to move back and pick up cartridges, and that's ignoring how the Vector-style system would normally require the magazine to be in front of it, leaving the weapon's inner workings a mystery.]]&lt;br /&gt;
[[File:FNV 12.7mm SMG Firing.jpg|thumb|none|600px|Even the might of a Super Mutant proves no match for a barrage of 12.7mm rounds.]]&lt;br /&gt;
[[File:FNV 12.7mm SMG Side.jpg|thumb|none|600px|The Courier shows off both his 12.7mm SMG, and a rather disgruntled expression.]]&lt;br /&gt;
[[File:FNV 12.7mm SMG Modded.jpg|thumb|none|600px|The GRA version, fitted with all of its mods. Note the &amp;quot;Stacked Magazine&amp;quot;, which extends further forwards over the receiver than the standard one; it also moves the rear sight forwards, reducing the already short sight radius to a mere few inches.]]&lt;br /&gt;
[[File:FNV 12.7mm SMG Modded Side.jpg|thumb|none|600px|The Courier takes aim with their fully kitted out 12.7mm SMG.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Colt Model 733==&lt;br /&gt;
The [[M16#Colt Carbine/Model 653/Model 727/Model 733|Colt Model 733]] appears as the &amp;quot;Assault Carbine&amp;quot;. It is chambered for 5mm rounds and is the fastest firing rifle in the base game, tied with the LMG. It has a 24-round magazine by default, but can be upgraded with a 30-round magazine. The Gun Runners' Arsenal DLC adds a variant of the Assault Carbine with additional modifications; a &amp;quot;forged receiver&amp;quot; which increases the weapon's durability. and a &amp;quot;light bolt&amp;quot; which increases rate of fire. It, along with the Marksman Carbine and the Service Rifle, lacks a charging handle on the rear, instead having a knob located directly on the bolt on the right side. The Assault Carbine can be found in many former military installations in the Mojave such as Vault 34 as well as the Nellis Air Force Base. Companion Lily Bowen's personal Assault Carbine is fitted with a suppressor, which is not available as a mod for either of the two playable Assault Carbine variants. The Assault Carbine is a good armor breaker, allowing a more controlled use of 5mm's useful AP punch at a cost of somewhat small magazine capacity.&lt;br /&gt;
[[Image:Colt Model 733.jpg|thumb|none|450px|Colt Model 733 - 5.56x45mm]]&lt;br /&gt;
[[Image:FalloutNewVegas_assault_carbine.jpg|thumb|none|500px|In-game model of the Assault Carbine.]]&lt;br /&gt;
[[Image:FalloutNVAssCarb.jpg|thumb|none|600px|The Courier stares at the NCR Sharecropper farms with his Assault Carbine.]]&lt;br /&gt;
[[Image:FalloutNVAssCarb-3.jpg|thumb|none|600px|He then checks his Carbine's sights.]]&lt;br /&gt;
[[Image:FalloutNVAssCarb-2.jpg|thumb|none|600px|A good shot of Courier and Carbine, note the knob on the bolt that acts as the charging handle. How exactly the dust cover is supposed to close with it in place is not clear.]]&lt;br /&gt;
&lt;br /&gt;
==Colt Model 933==&lt;br /&gt;
A [[M16 rifle series#Colt Model 933|Colt Model 933]] with a SIR railed foregrip, a Magpul PRS stock, and a low-power ACOG-style scope appears as the &amp;quot;Marksman Carbine&amp;quot;. The Marksmen Carbine is a common weapon, and most military facilities contain a couple. The Marksman Carbine is a powerful weapon in the right hands, allowing for accurate and repeat hits on targets, but is brought down by 5.56's mediocre damage on heavier targets.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;All-American&amp;quot;, the unique variant of the Marksman Carbine, is found only in the armory at the bottom of the irradiated, ghoul-infested Vault 34 located east of New Vegas. It has a woodland camo finish, a 24-round magazine (which is visually identical to the 20-round magazine on the base carbine), and an 82nd Airborne division badge on the magazine well. The All-American is one of New Vegas's best scoped weapons, dealing accurate, high-damage shots without eating through rare ammunition. This damage can be further enhanced with the &amp;quot;Hand Loader&amp;quot; perk added with the &amp;quot;Gun Runner's Arsenal&amp;quot; DLC, which enables the creation of match 5.56 ammo that increases damage and accuracy with no downside.&lt;br /&gt;
[[Image:colt m933 03.jpg|thumb|450px|none|Colt Model 933 carbine with M68 Aimpoint scope and Surefire M900 weaponlight foregrip. This one is also fitted with a M468 SIR style handguard - 5.56x45mm]]&lt;br /&gt;
[[Image:MarksmanrifleFONV.jpg|thumb|none|500px|In-game model for the Marksman Carbine.]]&lt;br /&gt;
[[Image:FalloutNVMarksman.jpg|thumb|none|600px|The Courier holds his Marksman Carbine while outside the Freeside Gate.]]&lt;br /&gt;
[[Image:FalloutNVMarksman-2.jpg|thumb|none|600px|The Courier chambers his Marksman Carbine following his reload.]]&lt;br /&gt;
[[Image:MarksmanrifleAAFONV.jpg|thumb|none|500px|In-game model for the &amp;quot;All-American&amp;quot; rifle.]]&lt;br /&gt;
[[Image:MarksmanrifleAAFPSFONV.jpg|thumb|none|601px|Following an expedition to Vault 34, The Courier stands holding the &amp;quot;All-American&amp;quot;.]]&lt;br /&gt;
[[Image:FalloutNVAllAmerican.jpg|thumb|none|600px|Deciding he must be ready for what the Strip has to offer, he reloads his &amp;quot;All-American&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==Colt M16A1==&lt;br /&gt;
An [[M16A1]] with wood furniture (''Fallout'''s world ran out of oil long ago) appears as the &amp;quot;Service Rifle&amp;quot;. It is chambered for 5.56x45mm NATO and is semi-auto only. The upper receiver has a forward assist and a case deflector. Like all of the other M16 derivatives in the game, the Service Rifle's charging handle is located on the right side of the receiver, attached directly to the bolt in the ejector port. While rarely seen due to the weapon's high durability and common replacement parts, the jam animation involves one of the few instances of the forward assist actually being used in fiction. It can be modified with a &amp;quot;forged receiver&amp;quot; that increases its durability and &amp;quot;upgraded springs&amp;quot; that increase its fire rate. An aperture sight and bayonet are included in the files, but were not implemented. As the name suggests, the Service Rifle is standard issue to the NCR Military and can be found wherever NCR Army troops are or were stationed. A terrifically average rifle, the Service Rifle is a direct upgrade to the Varmint Rifle in the 5.56mm rifle category, having superior stats in almost every respect, and remains useful until the player acquires better weapons.&lt;br /&gt;
&lt;br /&gt;
A unique Service Rifle chambered in 12.7mm called the &amp;quot;Survivalist's Rifle&amp;quot; appears in the &amp;quot;Honest Hearts&amp;quot; DLC. It was the weapon of a US Army serviceman who fled to Zion Canyon after the Great War. It features a blocky heat shield somewhat reminiscent of the M16 LSW/LMG, but has numerous makeshift repairs along the body work and a damaged front sight. The words ''Stop'' and ''Arrêt!'' are scrawled onto the stock of the weapon, a stamp on the receiver reads &amp;quot;PROPERTY OF U.S. GOVT CHKPNT CARBINE 12.7MM CAL&amp;quot;, and a stamp above the trigger reads &amp;quot;LONG BRANCH ARSENAL ONTARIO, USA TERRITORY&amp;quot;. The Survivalist's Rifle can be found on top of the Red Gate, next to the remains of the Survivalist himself. The Survivalist's Rifle lives up to its name. The accuracy of the standard Service Rifle combined with the power of the 12.7mm round are a lethal combination for any target, only capped by the damaged front sight hindering aiming.&lt;br /&gt;
[[File:M16A1 Wood Furniture.jpg|thumb|none|450px|Custom M16A1 with wooden furniture - 5.56x45mm NATO]]&lt;br /&gt;
[[Image:FalloutNewVegasServiceRifle.jpg|thumb|none|500px|In-game model for the Service Rifle.]]&lt;br /&gt;
[[Image:FalloutNVServiceRifle.jpg|thumb|none|600px|The Courier holds the Service Rifle while outside the Gun Runners.]]&lt;br /&gt;
[[Image:FalloutServiceRifle-3.jpg|thumb|none|600px|The Courier reloads the Service Rifle.]]&lt;br /&gt;
[[Image:FalloutNVServiceRifle-2.jpg|thumb|none|600px|The Courier aims his Service Rifle. Note the knob on the bolt that acts as the charging handle.]]&lt;br /&gt;
[[Image:FONV Survivalist's rifle.jpg|500px|thumb|none|The unique Survivalist's Rifle featured in the Honest Hearts DLC.]]&lt;br /&gt;
[[Image:FalloutNVSurvRifle.jpg|thumb|none|600px|The Courier fires the unique Survivalist's Rifle while wandering one of Zion's many caves.]]&lt;br /&gt;
[[Image:FalloutNVSurvRifle-2.jpg|thumb|none|600px|Before venturing any further, the Courier reloads the Survivalist's Rifle.]]&lt;br /&gt;
&lt;br /&gt;
==PGM 'Hecate II'==&lt;br /&gt;
The [[PGM sniper rifle series#PGM Hecate II|PGM 'Hecate II']] appears as the &amp;quot;Anti-Materiel Rifle&amp;quot;. It is the first gun seen in the game; one is used during the opening FMV by an NCR Ranger to kill a Fiend countersniper. The Gun Runners' Arsenal DLC adds a variant that can be modified with a &amp;quot;carbon fibre body&amp;quot; which decreases weight, a &amp;quot;custom bolt&amp;quot; that increases rate of fire, and a suppressor which doesn't actually suppress gun noise but merely lowers and muffles the gun's extremely loud report to a more comfortable level. The Hecate appears very late in the game, sold by the Gun Runners or Knight Torres of the Brotherhood of Steel and only seen on Veteran Rangers, a few Legion troops and various DLC enemies. The Hecate is a weapon intended for long-range shooting, easily able to pick through highly armored enemies including deathclaws, but has a slow fire rate, fires rare .50 BMG rounds, and requires a Strength of 8 and a Guns skill of 100 to even shoot it properly.&lt;br /&gt;
[[Image:PGMHecateII.jpg|450px|thumb|none|PGM 'Hecate II' - .50 BMG]]&lt;br /&gt;
[[Image:FalloutNewVegasAnti-materiel_rifle.jpg|thumb|none|550px|In-game model for the Anti-Materiel Rifle.]]&lt;br /&gt;
[[Image:FalloutNvAntiMat.jpg|thumb|none|600px|The Courier holds his Anti-Materiel rifle while at scenic Novac.]]&lt;br /&gt;
[[Image:FalloutNVAntiMat-2.jpg|thumb|none|600px|A third person view of the Anti-Materiel rifle.]]&lt;br /&gt;
[[Image:Fnvgra-amrifleallupgrades.jpg|thumb|none|550px|The GRA variant with all modifications.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Varmint Rifle&amp;quot;==&lt;br /&gt;
The &amp;quot;Varmint Rifle&amp;quot; is a fictious bolt-action rifle with a 5-round detachable magazine. Originally, it was intended to use .22LR rounds, but this proved unpopular during play testing and was changed to 5.56mm rounds. The weapon model however was not changed, and some NPCs using the rifle still carry .22LR rounds instead of 5.56mm. It can be upgraded with 8-round extended magazines, a night vision scope and a silencer. It is one of the first weapons available, as a free one is received from Sunny Smiles during the &amp;quot;Back in the Saddle&amp;quot; quest. It is a good starter rifle, boasting decent DPS and accuracy, but after armor is introduced, it becomes quickly obsolete. The combination of a scope and silencer remains unique for quite some time however.&lt;br /&gt;
&lt;br /&gt;
The unique variant is called the &amp;quot;Ratslayer&amp;quot;, which can be found in Broc Flower Cave. It has a black polymer stock featuring a stylized mole rat skull and 69 tally marks on the rear right. It has increased scope zoom, a faster fire rate, and increased damage compared to the base Varmint Rifle, along with having all the Varmint Rifle's modifications equipped.&lt;br /&gt;
[[Image:FalloutNewVegasVarmintrifle.jpg|thumb|450px|none|In-game model for the standard Varmint Rifle.]]&lt;br /&gt;
[[Image:FalloutNVVarmint-3.jpg|600px|thumb|none|The Courier aims his Varmint Rifle at the gate to the Strip.]]&lt;br /&gt;
[[Image:FalloutNVVarmint.jpg|600px|thumb|none|The Courier reloads his Varmint Rifle and ignores how the bolt is supposed to work. Note that .22LR rounds can be seen in the magazine, a remnant from its earlier state.]]&lt;br /&gt;
[[Image:FalloutNVVarmint-2.jpg|600px|thumb|none|The Courier holds his Varmint Rifle on the Securitron-guarded gate.]]&lt;br /&gt;
[[Image:FONV Ratslayer.jpg|thumb|none|450px|The unique &amp;quot;Ratslayer&amp;quot; variant.]]&lt;br /&gt;
[[Image:FalloutNVRatslayer.jpg|600px|thumb|none|At the sniper spot at the Mojave Outpost, The Courier holds the Ratslayer.]]&lt;br /&gt;
&lt;br /&gt;
==M1 Garand==&lt;br /&gt;
An [[M1 Garand]] rechambered for .308 rounds was supposed to appear in Fallout: New Vegas as the &amp;quot;Battle Rifle&amp;quot;, but was cut from the final game. The unique variant of the Battle Rifle, however, was not cut and appears in the base game. Named &amp;quot;This Machine&amp;quot; (a reference to Woodie Guthrie's famous guitar sticker, which read &amp;quot;This Machine Kills Fascists&amp;quot;; seemingly as a response, the in-game weapon's stock is marked &amp;quot;Well This Machine Kills Commies&amp;quot;), it can be acquired by completing the unmarked quest &amp;quot;Dealing with Contreras&amp;quot;. With a high rate of fire and a powerful cartridge, This Machine is a useful mid range weapon, but suffers from high spread at long range.&lt;br /&gt;
&lt;br /&gt;
The Gun Runners' Arsenal DLC added the base Battle Rifle back into the game. The Battle Rifle can only be obtained from traders, and is overall weaker than This Machine.&lt;br /&gt;
&lt;br /&gt;
Both This Machine and the Battle Rifle weigh the correct 9.5 pounds for an M1 Garand.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|450px|M1 Garand semiautomatic rifle - .30-06]]&lt;br /&gt;
[[Image:FalloutNewVegasBattle_rifle.jpg|500px|thumb|none|The in-game model for the Battle Rifle.]]&lt;br /&gt;
[[Image:FalloutNVBattleRifle.jpg|thumb|none|600px|The Courier holds his Battle Rifle.]]&lt;br /&gt;
[[Image:FalloutNVBattleRifle-2.jpg|thumb|none|600px|The Courier aims his Battle Rifle at some far-off foe.]]&lt;br /&gt;
[[Image:FalloutNVBattleRifle-3.jpg|thumb|none|600px|The Courier reloads his Battle Rifle by loading an en-bloc clip, note the converted magazine to fit .308 rounds.]]&lt;br /&gt;
[[Image:FalloutNVBattleRifle-6.jpg|thumb|none|600px|The Courier absorbs the Battle Rifle's .308 caliber recoil.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester 1886==&lt;br /&gt;
The [[Winchester 1886]] appears as the &amp;quot;Cowboy Repeater&amp;quot;. It is chambered for .357 Magnum. It can be upgraded with an extended magazine tube that increases its capacity from 7 rounds to 11, a maple stock to reduce weight, and a &amp;quot;custom action&amp;quot; that engraves the receiver and increases rate of fire. The Cowboy Repeater is an early choice for replacing the Varmint Rifle, with higher damage and a faster rate of fire that remains useful until enemies wearing armor show up. &lt;br /&gt;
&lt;br /&gt;
The unique variant is named &amp;quot;La Longue Carabine&amp;quot; (a reference to ''[[The Last of the Mohicans]]'') fitted with a scope, the extended magazine tube available for the base rifle, an engraved stock, and an octagon barrel. It also lacks a loading gate, and as such recycles [[Fallout 3]]'s reloading animations for the [[Henry 1860]], opening the muzzle-end of the magazine tube and then inserting rounds in. It is found on Corporal Sterling of the 1st Reconnaissance Battalion at Camp McCarran. Its accuracy and DPS make it a good weapon, but the weakness of .357 Magnum make it useful only on lightly armored opponents.&lt;br /&gt;
[[Image:1886wcf.jpg|thumb|450px|none|Winchester 1886 - .45-70 Govt]]&lt;br /&gt;
[[Image:FalloutNVegCowboyRepeater.jpg|thumb|500px|none|In-game model for the Cowboy Repeater.]]&lt;br /&gt;
[[Image:FalloutNVCowboyRepeater.jpg|thumb|600px|none|The Courier holds his Cowboy Repeater while wandering Outer Vegas. Note that the rifle has 2 rear sights - the v-notch mounted on the barrel, and the tang-mounted peep sight.]]&lt;br /&gt;
[[Image:FalloutNVCowboyRepeater-2.jpg|thumb|600px|none|The Courier aims his Cowboy Repeater thorough its old-school Vernier sights.]]&lt;br /&gt;
[[Image:FalloutNVCowboyRepeater-3.jpg|thumb|600px|none|The Courier aims his Cowboy Repeater at the old McCarren Monorail.]]&lt;br /&gt;
[[Image:FalloutNVCowboyRepeater-4.jpg|thumb|601px|none|Back at the Lucky 38, The Courier aims his upgraded Cowboy Repeater.]]&lt;br /&gt;
[[Image:FalloutNewVegasLa_Longue_Carabine_cropped.jpg|thumb|500px|none|In-game model for the unique &amp;quot;La Longue Carabine&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
==Marlin Model 336==&lt;br /&gt;
The [[Marlin Model 336]] appears as the &amp;quot;Trail Carbine&amp;quot;, and fires .44 Magnum. It can be found in places such as Bonnie Springs or Red Rock Canyon. It can be modified with a scope. The Trail Carbine is mostly a straight upgrade over the Cowboy Repeater, boasting a damage boost plus the ability to use a scope, but uses rarer ammunition and lacks the upgrades of the Cowboy Repeater.&lt;br /&gt;
[[Image:MarlinModel336C.jpg‎|thumb|none|450px|Marlin 336C Carbine - .30-30 WCF.]]&lt;br /&gt;
[[Image:FalloutNewVegasTrailCarbine.jpg|thumb|none|500px|The in-game model of the Trail Carbine.]]&lt;br /&gt;
[[Image:FalloutNVTrailCarbine.jpg|thumb|none|600px|Having learned varmint rifles aren't threatening, The Courier holds his Trail Carbine at the gate to the Strip.]]&lt;br /&gt;
[[Image:FalloutNVTrailCarbine-2.jpg|thumb|none|600px|The Courier aims his Trail Carbine on the guards.]]&lt;br /&gt;
[[Image:FalloutNVTrailCarbine-3.jpg|thumb|none|600px|Finding that robots aren't threatened by rifles, The Courier aims his Trail Carbine at a nearby wall.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Hunting Rifle&amp;quot;==&lt;br /&gt;
The [[Winchester Model 70]]-inspired &amp;quot;Hunting Rifle&amp;quot; returns from [[Fallout 3]]. Like its counterpart in Fallout 3, it is a bolt-action rifle feeding from a five-round detachable magazine, but now has proper iron sights and chambers .308 Winchester. It can be modified with 10-round magazines, a &amp;quot;custom action&amp;quot; that cleans the bolt and reciever, as well as increasing rate of fire, and a 3.5x scope for long-range shooting. The Hunting Rifle is one of the higher-level rifles, serving as a sniping tool between varmint and sniper rifles. It's precise, reliable and good at dealing with anything short of a BoS Paladin or a Deathclaw. The rifle is fairly common in the hands of some NCR soldiers, Fiends, Legionaries, and other Wastelanders; a Fiend during the opening cutscene makes the incredibly poor choice of using one in an attempt to counter-snipe an NCR Ranger, which ends rather predictably. Companion Craig Boone uses a scoped version, the only Companion weapon to have a modification installed.&lt;br /&gt;
&lt;br /&gt;
The Gun Runners' Arsenal DLC adds the &amp;quot;Paciencia&amp;quot; (Spanish for Patience) unique variant. It is cleaner than the regular rifle and lacks the makeshift repairs done to that version, as well as having a Mexican flag wrapped around the stock and a gold bead sight. Panciencia has extra damage and reliability, but only has a three-round magazine (identical to the regular rifle's 5-round magazine). It also boasts a 3.5x zoom, despite only having iron sights.&lt;br /&gt;
[[Image:Pre64WinModel70.jpg|thumb|none|450px|Pre-1964 Winchester Model 70 - .30-06]]&lt;br /&gt;
[[Image:830px-HuntingRifleAllMods.jpg|thumb|none|501px|In-game model for the Hunting Rifle.]]&lt;br /&gt;
[[Image:FalloutNVHuntRifle.jpg|thumb|none|600px|The Courier holds his Hunting Rifle while looking at the Gun Runners set-up.]]&lt;br /&gt;
[[Image:FalloutNVHuntRifle-2.jpg|thumb|none|600px|The Courier aims his Hunting Rifle at the gate, internally debating whether or not he should break in.]]&lt;br /&gt;
[[Image:FalloutNVHuntRifle-3.jpg|thumb|none|600px|The Courier reloads his Hunting Rifle. Note that the bullets in the magazine are just a 2D texture.]]&lt;br /&gt;
[[Image:FalloutNVHuntRifle-4.jpg|thumb|none|600px|The Courier aims his Hunting Rifle at some distant enemy.]]&lt;br /&gt;
[[Image:FalloutNewVegasPaciencia.jpg|thumb|none|501px|In-game model for the unique &amp;quot;Paciencia&amp;quot; variant.]]&lt;br /&gt;
[[Image:FalloutNVHuntRifleUnique.jpg|thumb|none|600px|Following a recent purchase at Novac, The Courier aims &amp;quot;Paciencia&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Brush Gun&amp;quot;==  &lt;br /&gt;
The &amp;quot;Brush Gun&amp;quot; is a lever-action rifle firing .45-70 Gov't rounds out of a six-round tube magazine. According to Josh Sawyer, the game's lead designer, it &amp;quot;is not based on one gun specifically, but guns like the [[Winchester Model 1886]] and Marlin Guide Gun&amp;quot;, alhough it appears to also be based on the [[Marlin Model 1895]]. The &amp;quot;forged receiver&amp;quot;, the Brush Gun's only modification, resembles the receiver of a Model 1886, as well as increasing the weapon's durability. It is a rare weapon, primarily used by NCR Veteran Rangers and Legion assassins. The Brush Gun is one of the best rifles in the game, hampered only by its use of rare .45-70 Gov't ammunition.&lt;br /&gt;
&lt;br /&gt;
The Gun Runner's Arsenal DLC adds a unique variant known as the &amp;quot;Medicine Stick&amp;quot; (presumably a reference to Theodore Roosevelt's [[Winchester Model 1895]] in .405 Winchester, which he called his &amp;quot;Big Medicine&amp;quot;). It features a much less intrusive ghost ring sight, a stainless steel or nickel finish on the reciever, and what appears to be a medicine wheel on its stock. The Brush Gun is better in every way than the Brush Gun, albeit much less dramatically than other unique variants.&lt;br /&gt;
[[Image:Zoom 1895.jpg|thumb|none|450px|Marlin Model 1895 - .45-70]]&lt;br /&gt;
[[Image:FalloutNewVegasBrushGun.jpg|thumb|none|500px|In-game model of the Brush Gun.]]&lt;br /&gt;
[[Image:FalloutNVBrushGun.jpg|thumb|none|600px|The Courier holds his Brush Gun while looking out at Freeside.]]&lt;br /&gt;
[[Image:FalloutNVBrushGun-2.jpg|thumb|none|600px|Seeing something approaching him, The Courier aims his Brush Gun. Note that, similar to the Cowboy Repeater, this weapon has both a peep rear sight and a notch rear sight.]]&lt;br /&gt;
[[Image:FalloutNVBrushGun-3.jpg|thumb|none|600px|The Courier workd the action of his Brush Gun.]]&lt;br /&gt;
[[Image:FalloutNewVegasMedicineStick.jpg|thumb|none|500px|In-game model of the unique variant of the Brush Gun, the &amp;quot;Medicine Stick&amp;quot;.]]&lt;br /&gt;
[[Image:FalloutNVMedStick.jpg|thumb|none|600px|Back in Freeside, The Courier holds the Medicine Stick.]]&lt;br /&gt;
[[Image:FalloutNVMedStick-2.jpg|thumb|none|600px|The Courier aims his Medicine Stick. Notice the different sight compared to the regular Brush Gun.]]&lt;br /&gt;
[[Image:FalloutNVMedStick-3.jpg|thumb|none|600px|The Courier aims his Medicine Stick straight down Freeside's main street.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Gauss Rifle&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;Gauss Rifle&amp;quot; returns from ''Fallout 3''. While fictional, the Gauss Rifle is rather clearly inspired by the [[Lahti L-39]] anti-tank rifle, particularly in the receiver area; it even retains the L-39's crank-type cocking handle (which is never used). The weapon uses microfusion cells, of which it holds 5, and consumes 5 per shot, essentially making it a single-shot rifle. Bizarrely, while the weapon still does behave as a coilgun logically should, propelling ferromagnetic projectiles with electromagnetism, these projectiles (presumably contained in the weapon's side-mounted box magazine) are never replenished, and never run out. It is found on BoS Paladins, Y-17 Trauma Override Harnesses in Old World Blues, and Father Elijah in Dead Money, and can be bought from Knight Torres (provided the appropriate quests have been completed) and the Silver Rush. The Gauss Rifle is the sniper rifle option for characters using energy weapons, with very high damage that will cause hilarious overkill on anything short of Deathclaws, though this damage can only be dealt slowly.&lt;br /&gt;
&lt;br /&gt;
The unique variant of the Gauss Rifle, the &amp;quot;YCS/186&amp;quot; (a reference to Your Console Sucks, a Something Awful forum with the ID of 186) is found on a mercenary in a camp east of Brooks Tumbleweed Ranch (unless the trait Wild Wasteland is selected, where it is replaced with aliens and unavailable in normal gameplay). The YCS/186 uses less ammunition per shot, does more damage, and is slightly more accurate than the Gauss Rifle, but is one pound heavier.&lt;br /&gt;
[[image:Lahti.jpg|thumb|none|450px|Lahti L-39 - 20x138mm B]]&lt;br /&gt;
[[File:FNV Gauss Rifle.jpg|thumb|none|600px|The in-game model of the Gauss Rifle. It's not terribly clear why it needs a muzzle brake, let alone one that seems to have been made from the Lahti's barrel shroud.]]&lt;br /&gt;
[[File:FNV Gauss Rifle Firing.jpg|thumb|none|600px|The Gauss Rifle being fired in first-person. Note the scope on top; this is always present, and provides 3.5x magnification.]]&lt;br /&gt;
[[File:FNV Gauss Rifle Right.jpg|thumb|none|600px|The Gauss Rifle firing in third-person, as seen from the right...]]&lt;br /&gt;
[[File:FONV Gauss Rifle Left.jpg|thumb|none|600px|...and the left.]]&lt;br /&gt;
[[File:FNV Gauss Rifle Poster.jpg|thumb|none|600px|The Gauss Rifle is also seen prominently in this Chinese propaganda poster, which reads &amp;quot;Long Live the People's Liberation Army&amp;quot;.]]&lt;br /&gt;
[[File:FNV YCS 186.jpg|thumb|none|600px|The unique YCS/186 variant.]]&lt;br /&gt;
[[File:FNV YCS 186 3rd Person.jpg|thumb|none|600px|Following a successful assault on a mercenary camp, the Courier holds his prize.]]&lt;br /&gt;
[[File:FNV YCS 186 Scope.jpg|thumb|none|600px|Later, he uses the YCS's scope to search for any snipers on top of a tower. Note that, while the scope is set up for distance and wind compensation, the only marks that are labeled are the distance ones; furthermore, it isn't clear why anyone would be -90 of any unit of measure away from their target.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G3==&lt;br /&gt;
An early-pattern [[Heckler &amp;amp; Koch G3|G3]] (or, more precisely, the R91 Assault Rifle from ''[[Fallout 3]]''), while not a playable weapon in-game, appears on the &amp;quot;Commando&amp;quot; perk icon, as well as the &amp;quot;Aggressive&amp;quot; Companion wheel setting.&lt;br /&gt;
&lt;br /&gt;
Additionally, the ''Fallout 3'' &amp;quot;Infiltrator&amp;quot; (a variant of the G3 with a longer magazine, no stock, a black synthetic forearm, and a suppressor) is visible in Mick's special weapon stash, but is also unusable.&lt;br /&gt;
[[Image:CETME G3.JPG|thumb|none|450px|Early Heckler &amp;amp; Koch G3 rifle with wooden handguard and buttstock - 7.62x51mm NATO]]&lt;br /&gt;
[[File:FANV Commando.jpg|thumb|none|600px|The icon for the &amp;quot;Commando&amp;quot; perk, featuring Vault Boy and his G3.]]&lt;br /&gt;
[[File:FNV Mick And Ralph G3.jpg|thumb|none|600px|The back room, with its collection of inaccessible weapons; one G3 is visible at the top-right of the shot, and the other is largely obscured by Mick himself.]]&lt;br /&gt;
&lt;br /&gt;
==Unknown Rifle==&lt;br /&gt;
A poster for Freddy Fear's House of Scares (seen in ''[[Fallout 3]]'') can be found in the El Rey Motel, and another can be found in a collapsed office building in the &amp;quot;Lonesome Road&amp;quot; DLC. This poster depicts several children dressed in the company's costumes, one of whom wields an unknown rifle; given how this costume is meant to be a Chinese soldier, it is reasonable to assume that it is supposed to be a [[Norinco Type 56]].&lt;br /&gt;
[[Image:ChineseType56.jpg|thumb|none|450px|Norinco Type 56 - 7.62x39mm]]&lt;br /&gt;
[[File:FNV Freddy Fear Poster.jpg|thumb|none|600px|It seems rather ironic to have Lady Liberty and a member of the PLA on the same poster, doesn't it?]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Sniper Rifle&amp;quot;==&lt;br /&gt;
The fictious &amp;quot;Sniper Rifle&amp;quot; from ''[[Fallout 3]]'' (based on the also ficitious &amp;quot;DKS-501 Sniper Rifle&amp;quot; from Fallout 1 and 2) returns. It is a semi-automatic rifle with a 3.5x scope and a five-round detachale magazine holding .308 rounds. As the name implies, the Sniper Rifle is one of the best long-range weapons in the game, suffering only from a slow fire rate and low durability. It is rather rare, only being purchasable from a handful of merchants, or found in some rather out-of-the-way locations. It has two available modifications - a suppressor to reduce the weapon's report, and &amp;quot;carbon fiber parts&amp;quot;, which impressively lower its weight from 8 pounds to 3.&lt;br /&gt;
&lt;br /&gt;
There is one unique variant of the Sniper Rifle in the base game, the Gobi Campaign Scout Rifle, which is found in a locked gun case in the Sniper's Nest near Cottonwood Cove. It has an extended magazine, a more solid thumbhole stock (rather than the odd partially-completed skeletal thumbhole stock of the standard variant), a slightly shortened barrel (in spite of the noticeably better accuracy), and a desert camouflage paint scheme. Gameplay-wise, it has a lower weight (4.5 pounds), an extended magazine holding 6 rounds, slightly higher damage, a lower AP cost in VATS, a higher fire rate, better durability, better critical damage, and better accurate, with the only downside being the inability to accept mods. According to the game's lore, it was originally issued to the U.S. Armed Forces in the Gobi Desert campaign in China prior to the 2077 nuclear war (although how it then managed to wind up in a sniper's nest in the Mojave isn't particularly clear).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Old World Blues&amp;quot; DLC added a second unique variant, &amp;quot;Christine's CoS Silencer Rifle&amp;quot;. It is found in a decrepit building to the north of Little Yangtze. It has the highest damage of the 3 variants (not to mention the highest damage of any suppressed weapon, and the highest non-crit damage of anything chambering .308), a weight of 5.5 pounds, slightly better durability (though not as good as that of the Gobi rifle), and a critical chance multiplier of 2.5 (compared to the 2 of the standard and Gobi variants), at the cost of a higher AP cost in VATS, and the inability to accept mods (although it already has a suppressor and is only 2.5 pounds heavier than the Sniper Rifle with carbon fiber parts). The weapon was originally owned by Christine Royce of the Circle of Steel (hence the name), a sub-group within the Brotherhood of Steel, and was later left behind while she hunted for Elijah.&lt;br /&gt;
&lt;br /&gt;
[[File:FNV Sniper Rifle.jpg|thumb|none|600px|The in-game model of the Sniper Rifle. The bipod is sadly never used, though concept art for &amp;quot;Fallout 3&amp;quot; indicates that it is also intended to function as a grip.]]&lt;br /&gt;
[[File:FNV Sniper Rifle Modded.jpg|thumb|none|600px|A Sniper Rifle fitted with both of its modifications. The parts replaced with carbon fiber seem to be the stock, much of the upper receiver, and the barrel shroud, which could explain the impressive weight reduction.]]&lt;br /&gt;
[[File:FNV Gobi Campaign Scout Rifle.jpg|thumb|none|600px|The Gobi Campaign Scout Rifle's in-game model. The better durability is explained by way of the solid stock, which apparently contains a maintenance kit that the player character is never seen using.]]&lt;br /&gt;
[[File:FNV Christine's CoS Silencer Rifle.jpg|thumb|none|600px|Christine's CoS Silencer Rifle, which more or less looks exactly like the standard variant, but with a suppressor.]]&lt;br /&gt;
&lt;br /&gt;
==M1903 Springfield==&lt;br /&gt;
While it is quite hard to spot, the model of the BB Gun's loader has a logo that features an [[M1903 Springfield]]. The weapon does not make any sort of physical appearance in-game.&lt;br /&gt;
[[File:M1903Mark1.jpg|thumb|none|450px|Mark 1 M1903 Springfield - .30-06]]&lt;br /&gt;
[[File:FNV BB Gun Loader.jpg|thumb|none|600px|The BB Gun's loader's raw texture. Note the grasping grooves in the stock, denoting the rifle as a Mark 1 model.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Guns=&lt;br /&gt;
==FN Minimi==&lt;br /&gt;
The [[FN Minimi]] appears as the &amp;quot;Light Machine Gun&amp;quot;. Compared to the real FN Minimi, the LMG has a shortened stock and barrel, a wooden carry handle and pistol grip, a differently designed front sight post, a wooden handguard seemingly inspired by the [[M60]], and a detachable 90-round magazine as opposed to a belt box. The last can be modified with the &amp;quot;expanded drums&amp;quot; upgrade to hold 200 rounds. It can be found on a few high-level enemies, in the back of the Deathclaw-infested Quarry Junction, or purchased at a high enough level. The Light Machine Gun is a powerful weapon for players with a large supply of 5.56mm rounds, giving them a large magazine and a controllable rate of fire to allow them to fulfill their fantasies of being Post-Apocalyptic Rambo.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gun Runners' Arsenal&amp;quot; DLC adds the fictious seemingly [[Barrett M82A1]]-inspired &amp;quot;Bozar&amp;quot;, which previously appeared in ''Fallout 2'', though it lacks that version's bizarre 15-round burst. While ostensibly the unique variant of the Light Machine Gun, in practice the Bozar has nothing to do with the LMG outside of reusing its animations, having a completely different design. The Bozar essentially acts as a fully-automatic long-range rifle, with a 2.43x scope and 30-round magazines.&lt;br /&gt;
[[Image:M249Minimi1stPattern.jpg|thumb|none|450px|M249 (first pattern U.S. adopted variant of the original FN Minimi) - 5.56x45mm]]&lt;br /&gt;
[[Image:FalloutNewVegasLMGRend.jpg|500px|thumb|none|The in-game model of the wood-clad Minimi.]]&lt;br /&gt;
[[Image:FalloutNVMinimi.jpg|600px|thumb|none|The Courier holds his light machine gun.]]&lt;br /&gt;
[[Image:FalloutNVMinimi-3.jpg|600px|thumb|none|The Courier aims down the backwards sights of the light machine gun.]]&lt;br /&gt;
[[Image:FalloutNVMinimi-2.jpg|600px|thumb|none|The Courier fires his light machine gun as the game yells at him for having too many things.]]&lt;br /&gt;
[[Image:M82a1.jpg|thumb|400px|none|Barrett M82A1 - .50 BMG]]&lt;br /&gt;
[[Image:FONV Bozar.jpg|500px|thumb|none|The unique &amp;quot;Bozar&amp;quot; added with the Gun Runners Arsenal DLC].]]&lt;br /&gt;
[[Image:FalloutNVBozar.jpg|thumb|none|600px|The Courier holds his Bozar, looking for any enemies to destroy.]]&lt;br /&gt;
[[Image:FalloutNVBozar-2.jpg|thumb|none|600px|The Courier reloads his Bozar before going to Freeside.]]&lt;br /&gt;
&lt;br /&gt;
==M1918A2 Browning Automatic Rifle*==&lt;br /&gt;
The [[Browning Automatic Rifle|M1918A2 Browning Automatic Rifle]] was added in &amp;quot;Dead Money&amp;quot;, the first DLC for New Vegas, as the &amp;quot;Automatic Rifle&amp;quot;. It has a pistol grip and stock that resemble those on the Colt Monitor and European copies. It can be modified with &amp;quot;upgraded internals&amp;quot; that increase its rate of fire by 10%. Interestingly, the menu icon for the BAR shows the bipod unfolded, whereas it is folded and unusable in the game itself. It is hidden in a number of locations around the Sierra Madre. Rather bizarrely, it is the least accurate automatic weapon in the game, even worse than the SMGs. This problem is compounded by its small magazines, low fire rate (even when upgraded), high weight (even beating out the LMG), and poor durability. Its only redeeming quality is its damage - the highest of any automatic weapon.&lt;br /&gt;
[[Image:BAR1918.jpg|thumb|none|500px|Browning Automatic Rifle M1918A2 - .30-06]]&lt;br /&gt;
[[Image:FONV BAR.jpg|thumb|none|650px|The in-game model of the Automatic Rifle, complete with carrying handle.]]&lt;br /&gt;
[[File:FANV BAR Firing.jpg|thumb|none|600px|Blazing away with the BAR at nothing in particular. Note the lack of a front sight post.]]&lt;br /&gt;
[[File:FANV BAR Side.jpg|thumb|none|600px|Different angle, same idea. Note that the textures of the ejected casings seem to imply that the cartridges have a belt, which .308 cartridges lack.]]&lt;br /&gt;
&lt;br /&gt;
=Shotguns=&lt;br /&gt;
==Remington 870 Wingmaster==&lt;br /&gt;
The [[Remington 870|Remington 870 Wingmaster]] (with the magazine tube cap of a Winchester) appears as the &amp;quot;Hunting Shotgun&amp;quot;. It can be upgraded with a choke to reduce spread and a &amp;quot;long tube&amp;quot; to increase ammunition capacity from 5 rounds to 8. The Hunting Shotgun is the most accurate non-unique 12 gauge shotgun in the game, allowing for greater accuracy and precision at the cost of a lower fire rate and magazine capacity compared to the Riot Shotgun, making it ideal for Magnum and Slug shells.&lt;br /&gt;
&lt;br /&gt;
The unique version, &amp;quot;Dinner Bell&amp;quot;, has synthetic camo furniture and is the most accurate shotgun in the game. Dinner Bell is a reward for the quest &amp;quot;Bleed Me Dry,&amp;quot; given by Red Lucy, who runs The Thorn. Dinner Bell serves as the game's most accurate shotgun, and is useful for hitting angry raiders with Slug shells at ranges past any other shotguns.&lt;br /&gt;
[[Image:870wngmstr16-prod.jpg|thumb|none|500px|Remington 870 Wingmaster - 12 gauge]]&lt;br /&gt;
[[Image:FalloutNewVegasHuntingShotgun.jpg|thumb|550px|none|The standard Hunting Shotgun.]]&lt;br /&gt;
[[Image:FalloutNVHuntShotgun.jpg|thumb|none|600px|The Courier holds his Hunting Shotgun on some old abandoned housing.]]&lt;br /&gt;
[[Image:FalloutNVHuntShtogun-2.jpg|thumb|none|600px|The Courier reloads his Hunting Shotgun by loading some 12 gauge shells. The model uses an oddly colored plastic case instead of a proper brass case.]]&lt;br /&gt;
[[Image:FalloutNVHuntShotgun-3.jpg|thumb|none|600px|The Courier aims his Hunting Shotgun at some evil looking bricks.]]&lt;br /&gt;
[[Image:FONV DinnerBell.jpg|thumb|550px|none|The &amp;quot;Dinner Bell&amp;quot; unique variant of the Remington 870 Field Gun.]]&lt;br /&gt;
[[Image:FalloutNVDinnerBell.jpg|thumb|none|600px|Tired after completing the trek that is &amp;quot;Bleed Me Dry&amp;quot;, The Courier aims the Dinner Bell at Westside wall.]]&lt;br /&gt;
&lt;br /&gt;
==Over-and-Under Shotgun==&lt;br /&gt;
A 20-Gauge double-barrel shotgun called the &amp;quot;Caravan Shotgun&amp;quot; appears in game. The gun itself appears to be an 'over-and-under' style; visually, it bears resemblance to a Winchester Model 101 and Otto Seelig brand Over/Unders. The &amp;quot;Caravan Shotgun&amp;quot; is commonly found on, fittingly, Crimson Caravan guards. The Caravan Shotgun is a decent weapon, being an almost direct upgrade over the Single Shotgun but kept back by the weak 20 gauge chambering.&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered the 'Caravan Pack' version of New Vegas (or purchased the &amp;quot;Couriers' Stash&amp;quot; DLC) acquired a &amp;quot;Sturdy Caravan Shotgun&amp;quot; at the start of the game. There is little difference visually aside from colors; gameplay-wise it has increased damage and durability at the cost of accuracy.&lt;br /&gt;
[[Image:Seelig OU.jpg|thumb|none|500px|Otto Seelig O/U - 12 gauge]]&lt;br /&gt;
[[Image:FalloutNewVegasCaravanShotgun.jpg|thumb|none|450px|In-game model for the Caravan Shotgun.]]&lt;br /&gt;
[[Image:FalloutNVCaravanShotgun.jpg|thumb|none|600px|The Courier holds his Caravan Shotgun, wondering how much wire is required to keep it from falling apart.]]&lt;br /&gt;
[[Image:FalloutNVCaravanShotgun-2.jpg|thumb|none|600px|The Courier flips his Caravan Shotgun closed after replacing the shotgun shells. Note that the modeled shells have struck primers.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Riot Shotgun&amp;quot;==&lt;br /&gt;
The &amp;quot;Riot Shotgun&amp;quot; is a fictious semi-automatic shotgun (bearing some very loose similarites to the [[Hawk shotgun series#Hawk Semi-Auto|Hawk Semi-Auto Shotgun]]) chambered for 12 gauge rounds fed from a 12-round drum magazine. It is a rare find in the Mojave, usually being found on specific troops at Hoover Dam, or on Gomorrah Bank Guards. The Riot Shotgun is far and away the fastest-firing shotgun in the game, but is one of the heaviest and least accurate shotguns in the game, along with requiring a hefty surplus of 12 gauge to be kept fed.&lt;br /&gt;
[[Image:Hawk-Semiauto.jpg|thumb|none|500px|Hawk Semi-Auto Shotgun - 12 gauge]]&lt;br /&gt;
[[Image:FalloutNewVegasRiotShotgun.jpg|thumb|none|450px|The in-game model for the &amp;quot;Riot Shotgun&amp;quot;.]]&lt;br /&gt;
[[Image:FalloutNVRiotShotgun.jpg|thumb|none|600px|The Courier holds his Riot Shotgun at some distant farmers.]]&lt;br /&gt;
[[Image:FalloutNVRiotShotgun-2.jpg|thumb|none|600px|The Courier aims his Riot Shotgun as his forearms disappear again.]]&lt;br /&gt;
[[Image:FalloutNVRiotShotgun-3.jpg|thumb|none|600px|The Courier prepares to fire his Riot Shotgun again at some imposing construction.]]&lt;br /&gt;
&lt;br /&gt;
==Winchester 1887==&lt;br /&gt;
A sawn-off [[Winchester Model 1887|Winchester 1887]] appears as the &amp;quot;Lever-action Shotgun&amp;quot;. Unlike the real weapon, it is chambered for 20 gauge shells. It is not the most common weapon in the game, being found on a few characters and purchasable from the Gun Runners. It is generally the best 20 gauge shotgun, with the highest rate of fire and magazine capacity, but anything above light armor will make it useless quickly.&lt;br /&gt;
[[Image:Norinco Winchester 1887.jpg|thumb|none|450px|Sawn-off Winchester Model 1887 (Norinco Replica) - 12 gauge]]&lt;br /&gt;
[[Image:FalloutNewVegasLeverShotgun.jpg|thumb|none|450px|The Lever-Action Shotgun in the game.]]&lt;br /&gt;
[[Image:FalloutNVLeverShot.jpg|thumb|none|600px|The Courier holds his Lever-Action Shotgun while wandering near Novac.]]&lt;br /&gt;
[[Image:FalloutNVLeverShot-2.jpg|thumb|none|600px|The Courier reloads his Lever-Action Shotgun.]]&lt;br /&gt;
[[Image:FalloutNVLeverShot-3.jpg|thumb|none|600px|The Courier realizes that while he might have his boots and clothes, he's down one motorcycle.]]&lt;br /&gt;
&lt;br /&gt;
==New England Pardner==&lt;br /&gt;
The [[New England Firearms Pardner]] appears in the game as the &amp;quot;Single Shotgun&amp;quot;. The Single Shotgun is used by members of the Powder Gangers and lower level enemies. One such shotgun can be found in one of the houses in Goodsprings. The Single Shotgun is a good starter shotgun, with very good accuracy at a cost of its lack of real damage to anything wearing armor, but is outclassed by any other shotgun in almost every other respect (though it does have the highest raw damage output of any 20 gauge shotgun).&lt;br /&gt;
&lt;br /&gt;
Occasionally, the Courier will encounter Single Shotguns rigged up as tripwire-based traps, commonly set at doorways, replacing the fictional &amp;quot;Combat Shotgun&amp;quot; from ''Fallout 3''. Bizarrely, when a rigged shotgun is disarmed, it will remove the shotgun from the trap (unlike other traps, this can be done even after the trap has been activated- provided, that is, that the player character has a Repair skill of at least 45), and will grant the Courier a 20 gauge shell; it will not, however, give them the shotgun itself, despite removing it from the trap, which begs the question of where it actually goes when this happens.&lt;br /&gt;
[[Image:NewEnglandpardner.jpg|thumb|none|500px|New England Pardner - 20 gauge]]&lt;br /&gt;
[[Image:FalloutNewVegasSingleShotgun.jpg|500px|thumb|none|The in-game model for the Single Shotgun.]]&lt;br /&gt;
[[Image:FalloutNVSingleShot.jpg|600px|thumb|none|The Courier prepares to load his Single Shotgun with some 20-gauge pain.]]&lt;br /&gt;
[[Image:FalloutNVSingleShot-2.jpg|600px|thumb|none|The Courier aims his Single Shotgun.]]&lt;br /&gt;
[[File:FNV Rigged Shotgun.jpg|600px|thumb|none|A Single Shotgun set up as a trap. Note the presence of what appears to be some sort of electrically-powered mechanism at the rear of the trap, despite the lack of any obvious need for one. The weapon also seems to be held in place with aluminum foil.]]&lt;br /&gt;
&lt;br /&gt;
==Sawn-Off Side-By-Side Shotgun==&lt;br /&gt;
The [[12 Gauge Double Barreled Shotgun#Short barreled Side by Side Shotgun (Sawed Off)|sawn-off side-by-side shotgun]] from ''Fallout 3'' returns, again as the &amp;quot;Sawed-off shotgun&amp;quot;. It has mostly the same model as that game, but has a completely different texture (with an overall cleaner look, different screw placement, and a large grip with a different texture) and only has one trigger, which somehow fires both barrels at the same time. As it is also held one-handed, this would likely be extremely painful for the user. This does mean it is effectively a single-shot weapon gameplay-wise, but the large amount of pellets fired and its 12 gauge chambering mean that it is the highest-damage shotgun (and the second highest damage of any weapon) in the game. As expected of a sawn-off shotgun the spread is extreme, and it is also the least durable shotgun. Rounding out this odd package, it can be brought into weapon-free areas if the player character has a Sneak skill of 50 or above. The Sawed-off is quite common in the Mojave, being carried by Ralph of Mick and Ralph's, some Fiends, Jessup, Button Man, and bartenders at The Tops and Gomorrah, and being purchasable from Mick of Mick and Ralph's, and the Vendortron. Notably, they can also be obtained from Heck Gunderson during &amp;quot;Beyond the Beef&amp;quot;, if the player chooses to tell him where his son is, and from Cachino during &amp;quot;How Little We Know&amp;quot; (along with 30 12 gauge Magnum shells) if the player chooses to help him deal with Big Sal and Nero.&lt;br /&gt;
&lt;br /&gt;
A unique variant with a darker, more worn look called the &amp;quot;Big Boomer&amp;quot; is carried by Old Lady Gibson, and can only be acquired by either stealing it from or killing her. Compared to the standard sawed-off, it is nearly a direct upgrade, with higher damage, a tighter spread, higher rate of fire, and a lower AP cost in VATS, with the only downside being the inability to carry it into weapons-free areas (regardless of the player's Sneak skill).&lt;br /&gt;
[[Image:Stevens 311 (Sawed Off).jpg|thumb|none|450px|Stevens 311R (sawed-off) - 12 gauge.]]&lt;br /&gt;
[[File:FNV Sawed Off.jpg|thumb|none|550px|The in-game Sawed-off model. Note the rather steep angle of the pistol grip, compared to the image above.]]&lt;br /&gt;
[[File:FNV Big Boomer.jpg|thumb|none|550px|Old Lady Gibson's unique &amp;quot;Big Boomer&amp;quot; variant.]]&lt;br /&gt;
&lt;br /&gt;
=Launchers=&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
The [[M79 Grenade Launcher]] appears as the &amp;quot;Grenade Rifle&amp;quot;. It can be found in several locations and is sold by many different vendors. It is the first launcher available, but is inferior in almost every way to the other launchers available later. It can be upgraded with a &amp;quot;long barrel&amp;quot; to increase grenade velocity and range.&lt;br /&gt;
&lt;br /&gt;
The M79 has the distinction of having the highest number of unique variants of any weapon in the game. The first is &amp;quot;Thump-Thump&amp;quot; found in the Nellis Array. It comes with the long barrel modification built-in and has a lighter-colored stock with a drawing of an angry beaver holding a rifle on it. In addition to having the effects of the long barrel modification built-in, Thump-Thump also fires faster, is more durable, and weighs slightly less.&lt;br /&gt;
&lt;br /&gt;
If the player preordered a version of the game that came with the &amp;quot;Mercenary Pack&amp;quot; or bought the &amp;quot;Couriers' Stash&amp;quot; DLC, they acquire the &amp;quot;Mercenary Grenade Rifle&amp;quot; at the start of the game. It is almost identical to the base Grenade Rifle, only with a slightly darker color, slightly less weight, and not requiring skill in Explosives to use.&lt;br /&gt;
&lt;br /&gt;
The ''Lonesome Road'' DLC adds the &amp;quot;Red Victory grenade rifle&amp;quot;, with a stock painted to resemble the Chinese flag, and the &amp;quot;Great Bear grenade rifle&amp;quot;, which has a blue grip and forend and a white Army star on the grip.  The Red Victory can only be acquired if the player chooses to nuke the Legion at the end of the DLC, and the Great Bear only if the player chooses to nuke the NCR. The Red Victory is faster firing, weighs less, and is more durable compared to the base Grenade Rifle. The Great Bear is slightly heavier than the Red Victory (but still lighter than the base Grenade Rifle), but is much more durable and does more damage than the base Grenade Rifle.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|450px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[Image:FalloutNewVegasGrenadeRifle.jpg|500px|thumb|none|In-game M79 model.]]&lt;br /&gt;
[[Image:M79_New_Vegas2.jpg|600px|thumb|none|The Courier holds his Grenade Rifle while staring at the overpass ahead of him.]]&lt;br /&gt;
[[Image:FalloutNVGrenadeRifle.jpg|thumb|none|600px|The Courier holds his Grenade Rifle with an extended barrel.]]&lt;br /&gt;
[[Image:FalloutNewVegasGrenadeRifleUnique.jpg|thumb|none|550px|The first unique M79 variant, &amp;quot;Thump-Thump&amp;quot;, note the beaver holding an [[M1 Garand]]....]]&lt;br /&gt;
[[File:FNV Red Victory.jpg|thumb|none|550px|...The second one, the Red Victory, which is explained as a Chinese copy by the letter it is found with...]]&lt;br /&gt;
[[File:FNV Great Bear.jpg|thumb|none|550px|...And the third one, the Great Bear, with a white star-in-circle design similar to that seen on some US Army vehicles.]]&lt;br /&gt;
&lt;br /&gt;
==China Lake Launcher==&lt;br /&gt;
The [[China Lake Launcher]] appears as the &amp;quot;Grenade Launcher&amp;quot;. Unlike the real weapon, it has a 4-round tube magazine (as opposed to the real China Lake's 3-round tube magazine) and a much lower stock. Most Boomers carry it, and it can also be found in a few locations or purchased from several traders. While it intially appears to be an upgrade in every way over the Grenade Rifle, the Grenade Launcher is a fiddly beast with a less consistent damage output than the Grenade Rifle, due to the longer reloads.&lt;br /&gt;
&lt;br /&gt;
A modified version named the &amp;quot;Holorifle&amp;quot; appears in the &amp;quot;Dead Money&amp;quot; DLC, with a futuristic short-range scope and various electronic pieces to convert the weapon to a microfusion cell-based energy weapon, firing some kind of odd hard light projectiles, and loading microfusion cells into the tube magazine and ejecting them after firing. It is given to the player once they arrive at the Sierra Madre. The Holorifle is decent against the enemies that stalk the Madre, though microfusion cells are hard to find there.&lt;br /&gt;
[[Image:US M79 pump-action four-shot 40x46mm grenade launcher.jpg|thumb|none|450px|China Lake Grenade Launcher - 40x46mm]]&lt;br /&gt;
[[Image:FalloutNewVegasGrenadeLauncher.jpg|thumb|none|500px|The in-game model of the &amp;quot;Grenade Launcher&amp;quot;.]]&lt;br /&gt;
[[Image:FalloutNVGrenadeLauncher-2.jpg|thumb|none|600px|The Courier holds his Grenade Launcher after &amp;quot;accidently&amp;quot; firing on some people in front of Gomorrah.]]&lt;br /&gt;
[[Image:FalloutNVGrenadeLauncher-3.jpg|thumb|none|600px|The Courier aims his Grenade Launcher; note the lack of a front sight.]]&lt;br /&gt;
[[Image:FalloutNVGrenadeLaucnher.jpg|thumb|none|600px|The Courier holds his Grenade Launcher, determined to blast the wallpaper away.]]&lt;br /&gt;
[[Image:Holorifle.jpg|thumb|none|500px|The in-game model of the unique &amp;quot;Holorifle.&amp;quot;]]&lt;br /&gt;
[[File:FNV Holorifle Firing.jpg|thumb|none|500px|Having grown paranoid over the course of ''Dead Money'', the Courier fires the Holorifle at a Sierra Madre sign. Sadly, the weapon's 1st-person model is largely obscured by its scope. Note the projectile, which seems to be a cluster of glowing blue cubes.]]&lt;br /&gt;
[[File:FNV Holorifle Side.jpg|thumb|none|500px|The right side of the Holorifle, as seen shortly after firing.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Grenade Machinegun&amp;quot;==&lt;br /&gt;
The &amp;quot;Grenade Machinegun&amp;quot; is a fictious large fully-auutomatic grenade launcer firing 25mm grenades. It is comparable to the game's miniguns and flamethrowers in size and layout, also having an ammo storage carreid on the user's back. The gun carries a large amount of electronics, complete with a monitor at the top that displays Bash script; as the &amp;quot;high-speed kit&amp;quot; modification which improves the rate of fire changes the colors of the electronics on the side, they appear to assist in feeding the weapon. The large muzzle brake, drum magazine, side-mounted handle and use of small-caliber grenades bears some resemblance to the [[Norinco QL-series grenade launchers#QLZ-87|Norinco QLZ-87]] automatic grenade launcher, though unlike the QL, the barrel is reciprocating, implying recoil operation instead of the gas operation of the QLZ. Instead of the drum being replaced when reloading, the side of the drum opens up and the Courier inserts in a disc-shaped rack of grenades, which is presumably kept in the ammo storage on their back. The Grenade Machinegun is a fairly powerful weapon, boasting some very good damage that is doubled by its controllable rate of fire, but is limited by how rare 25mm is in the wasteland.&lt;br /&gt;
&lt;br /&gt;
Mercy fires the larger 40mm grenades, similar to the [[Mk 19 grenade launcher]], giving it even more destructive potential with the cost of less ammo per magazine, and in Hardcore mode the ammo is quite heavy. &lt;br /&gt;
&lt;br /&gt;
The unique variant, &amp;quot;Mercy&amp;quot;, can be found in Dead Wind Cavern. Mercy fires larger 40mm grenades, giving it increased damage at the cost of ammo capacity. Apparently a relic from before the nukes fell, it has &amp;quot;Hei Gui Bye Bye&amp;quot; spraypainted on it's body (Hei Gui is the name of a group of Chinese commandos in the game) and is in an extremely rusty state, though it still has two-and-a-half times the durability of a standard grenade machinegun.&lt;br /&gt;
[[Image:QLZ87Light.jpg|thumb|none|450px|QLZ-87 - 35x32mm]]&lt;br /&gt;
[[Image:GrenadeMachinegun.jpg|thumb|none|500px|The in-game model of the &amp;quot;Grenade Machinegun&amp;quot;.]]&lt;br /&gt;
[[Image:FNV Mercy.jpg|thumb|none|500px|The unique &amp;quot;Mercy&amp;quot;.]]&lt;br /&gt;
[[Image:Action-grenede launcher.jpg|thumb|none|600px|The Courier decides that peace isn't worth it, and brings rain down on some Super Mutants. Note the large round backpack that is storage for the 25mm drums.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;25mm Grenade APW&amp;quot;*==&lt;br /&gt;
The &amp;quot;Gun Runner's Arsenal&amp;quot; DLC adds the &amp;quot;25mm Grenade APW&amp;quot; (&amp;quot;Anti-Personnel Weapon&amp;quot;), a fictious semi-automatic grenade launcher firing 25mm grenades from a six-round detachable box magazine. It serves as an interesting midway in the Explosives category, doing slightly less damage than the 40mm launchers and not providing as much overall firepower as the Grenade Machinegun, but is lighter and more portable than either, while still retaining great lethality. Being a GRA weapon, it is only available from traders, being sold by the Gun Runners, the Boomers, and the 188 Trading Post, among others.&lt;br /&gt;
&lt;br /&gt;
The APW has three available modifications: &amp;quot;Upgraded Internals&amp;quot; which increases fire rate by 25%; a longer barrel, which doubles projectile velocity and range; and an &amp;quot;expanded drum&amp;quot;, which increases ammunition capacity by 2 despite not being a drum magazine.&lt;br /&gt;
&lt;br /&gt;
While fictional, the 25mm Grenade APW bears a very loose resemblance to some semi-auto shotguns, like the [[Remington 1100]].&lt;br /&gt;
[[Image:Remington1100.jpg|thumb|none|450px|Remington Model 1100 Tactical with pistol grip stock - 12 gauge. Note the similarities in layout between this weapon and the one below.]]&lt;br /&gt;
[[File:FNV 25mm Grenade APW.jpg|thumb|none|600px|The in-game model of the 25mm Grenade APW.]]&lt;br /&gt;
[[File:FNV 25mm Grenade APW Modded.jpg|thumb|none|600px|A fully-modified APW. The &amp;quot;Upgraded Internals&amp;quot; mod doesn't change the weapon's appearance.]]&lt;br /&gt;
[[File:FNV 25mm Grenade APW Firing.jpg|thumb|none|600px|The Courier lets loose with a long-barreled Grenade APW.]]&lt;br /&gt;
&lt;br /&gt;
=Grenades=&lt;br /&gt;
==M84 Stun Grenade*==&lt;br /&gt;
The &amp;quot;Lonesome Road&amp;quot; DLC adds the [[M84 stun grenade]] as the &amp;quot;Flash Bang&amp;quot;. Unlike regular grenades, it deals fatigue damage and reduces enemy weapon skills.&lt;br /&gt;
[[File:M84-Flash-Bang-Grenade.jpg|thumb|none|200px|M84 stun grenade]]&lt;br /&gt;
[[File:FNV Flashbang.jpg|thumb|none|500px|The in-game M84 model. Note the square holes and the lowered pin so the game can reuse the normal grenade animation.]]&lt;br /&gt;
[[Image:FNV Stun.jpg|thumb|none|500px|The Courier finds a M84 stun grenade in some rubble.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Frag Grenade&amp;quot;==&lt;br /&gt;
The fictional &amp;quot;Frag Grenades&amp;quot; returning from ''Fallout 3'' seem to be a hybrid of the [[Mk 2 hand grenade]] and the Type 91 hand grenade (the predecessor to the [[Type 97 hand grenade]] with a socket on the base for attaching a propellant charge in order to use the grenade as a rifle grenade or mortar projectile). In-game, they can be found in boxes and crates in certain locations, looted from Recruit Legionaries, and bought from some merchants (including the Vendortron). The Frag Grenade is also an improved holdout weapon, meaning that any Courier with a Sneak skill of 50 or higher can take them into weapons-free zones, though their quality as a stealth weapon is obviously highly dubious..&lt;br /&gt;
&lt;br /&gt;
Occasionally, the Courier will run into traps consisting of three frag grenades hanging from a ceiling, a setup that the game rather affectionately calls a &amp;quot;Grenade Bouquet&amp;quot;. If the Courier has an Explosives skill of 30 or more, then they can retrieve these grenades for later use.&lt;br /&gt;
&lt;br /&gt;
If the player has the Wild Wasteland trait, a box in the basement of Camp Searchlight's church that normally contains mini-nukes will instead contain three unique &amp;quot;Holy Frag Grenades&amp;quot;, identical to the regular grenades except for a white cross painted onto the body. Compared to the standard frag grenade, the Holy Frag Grenade has a far larger and more damaging explosion, and leaves radiation in its wake, much like a mini-nuke. The Holy Frag Grenades as a whole, as well as the text found near to them on a box, are a reference to ''Monty Python and the Holy Grail''.&lt;br /&gt;
[[Image:MK2 grenade DoD.jpg|thumb|none|200px|Mk 2 &amp;quot;Pineapple&amp;quot; World War II-made High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:Japanese-type97-grenade.jpg|thumb|none|200px|Type 97 High-Explosive Fragmentation hand grenade (minus pin)]]&lt;br /&gt;
[[File:FNV Frag Grenade.jpg|thumb|none|500px|The in-game grenade model. Note that it has a too-small version of the Type 91 propellant charge attached to the base. The sharp bend in the spoon is more typical of Soviet grenades like the F1.]]&lt;br /&gt;
[[File:FNV Grenade Bouquet.jpg|thumb|none|500px|A &amp;quot;bouquet&amp;quot; of frag grenades. Note that they all seem to lack pins, which would make sense as they detonate after being triggered and dropped. This does not, however, explain where the pins come from when the Courier takes these grenades for their own personal use.]]&lt;br /&gt;
[[File:FNV Holy Frag Grenade.jpg|thumb|none|500px|The Holy &amp;lt;s&amp;gt;Hand&amp;lt;/s&amp;gt; Frag Grenade of of &amp;lt;s&amp;gt;Antioch&amp;lt;/s&amp;gt; Camp Searchlight.]]&lt;br /&gt;
[[File:FNV Holy Frag Grenade Box.jpg|thumb|none|500px|The box that the Holy Hand Grenades are found in.]]&lt;br /&gt;
&lt;br /&gt;
==AN/M14 Incendiary Grenade==&lt;br /&gt;
The game's &amp;quot;Incendiary Grenade&amp;quot;, while somewhat generic, seems to be an [[AN/M14 incendiary grenade]] with a black-and-orange coloration. Its markings claim it is an &amp;quot;AN-2051 INCENDIARY GRENADE&amp;quot;, as well as a &amp;quot;MODEL 0531&amp;quot;. The incendiary grenade can be found in several locations, though it isn't as widespread as the Frag Grenade. Like other grenades, the Incendiary Grenade is an improved holdout weapon. &lt;br /&gt;
[[File:AN-M14 Incendiary Grenade.jpg|thumb|none|200px|AN/M14 Incendiary Grenade]]&lt;br /&gt;
[[File:FNV Incendiary Grenade.jpg|thumb|none|500px|The in-game model for the incendiary grenade.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==Fictional AA Gun==&lt;br /&gt;
A fictional type of anti-aircraft gun, seemingly based on the Schwerer Gustav &amp;quot;Dora&amp;quot; 80cm railway gun snd heavily scaled down, is seen in pre-war emplacements on Hoover Dam. Additionally, the fixed artillery pieces found at the X-7a site at Big MT in ''Old World Blues'', which can be used to fire a Saturnite round at the X-7b site, seem to be a variant of the AA gun, being constructed of some of the same parts.&lt;br /&gt;
[[File:Gustav3.jpg|thumb|none|450px|Schwerer Gustav &amp;quot;Dora&amp;quot; - 800mm]]&lt;br /&gt;
[[File:FNV AA Gun.jpg|thumb|none|600px|The in-game model of the AA gun.]]&lt;br /&gt;
[[File:FNV AA Gun Billboard.jpg|thumb|none|600px|An AA gun is featured prominently on a Hoover Dam billboard, showing that the guns were there prior to the War.]]&lt;br /&gt;
[[File:FNV Fixed Artillery.jpg|thumb|none|600px|The in-game model for Big MT's fixed artillery.]]&lt;br /&gt;
[[File:FNV Fixed Artillery Big MT.jpg|thumb|none|600px|The artillery pieces, as seen at the X-7a &amp;quot;Left Field&amp;quot; artillery launch site.]]&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Flamer&amp;quot;==&lt;br /&gt;
The fictious &amp;quot;Flamer&amp;quot; flamethrower returns from ''Fallout 3''. Due to the Big Guns skill no longer existing, it is classed as an Energy Weapon. Its model is identical to the Fallout 3 version, and so again seems to be based on the [[M9 Flamethrower|M9A1-7 Flamethrower]], with a backpack similar to that of the [[M2 Flamethrower]]. In-game, it is found in a few locations, including two of The Strip's casinos (the Gomorrah and the Ultra Luxe), in the Silver Rush, on the Fiend leader Cook-Cook, in Vaults 3 and 22, and on the Marked Man Blister in Lonesome Road. &lt;br /&gt;
&lt;br /&gt;
The Flamer has one modification - &amp;quot;Expanded Tanks&amp;quot;, which double its ammunition capacity.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Gun Runner's Arsenal&amp;quot; DLC adds a unique variant of the Flamer to the game; the &amp;quot;Cleansing Flame&amp;quot;. Compared to the standard Flamer, it weighs more (22 pounds instead of 15), costs slightly more AP to use in VATS, does slightly less base damage, has a lower crit chance, and has a higher spread, but is more durable, holds 100 units of fuel (higher than the Flamer's base capacity, but lower than the Flamer with expanded tanks), and has a slightly longer after-burn effect that increases in both damage and duration with the user's Energy Weapons skill. Visually, it has 2 moderately-sized fuel tanks and 1 smaller pressure tank (rather than the 2 small fuel tanks and one large pressure tank of the standard version), a narrower nozzle, three orange fuel lines on the wand (rather than the single black one of the normal Flamer), and a distinctive blue flame effect.&lt;br /&gt;
[[File:M9A1-7 Flamethrower.jpg|thumb|none|400px|M9A1-7 Flamethrower]]&lt;br /&gt;
[[File:M2A1-7 Flamethrower.jpg|thumb|none|400px|M2A1-7 Flamethrower]]&lt;br /&gt;
[[File:FNV Flamer.jpg|thumb|none|600px|The in-game model of the &amp;quot;Flamer&amp;quot;.]]&lt;br /&gt;
[[File:FNV Flamer Modded.jpg|thumb|none|600px|A Flamer fitted with the &amp;quot;Expanded Tanks&amp;quot; modification.]]&lt;br /&gt;
[[File:FNV Cleansing Flame.jpg|thumb|none|600px|The unique Cleansing Flame variant.]]&lt;br /&gt;
[[File:FNV Cleansing Flame Firing.jpg|thumb|none|600px|The Courier, dressed to the nines in Remnants Power Armor, shows off the Cleansing Flame's unique blue flame effect.]]&lt;br /&gt;
&lt;br /&gt;
==M112 C4 Demolition Charge==&lt;br /&gt;
The in-game C4 charges are composed of 4 US-issue M112 C4 charges held together with tape. In-game, they are quite powerful, and can be found in several locations, albeit in small numbers. While the player requires a detonator to set them off normally, one is not absolutely necessary, as the in-game C4 can erroneously be detonated by gunfire, something which does not happen with actual C4.&lt;br /&gt;
[[File:M112.jpg|thumb|none|450px|M112 C4 charge]]&lt;br /&gt;
[[File:FNV C4.jpg|thumb|none|600px|The in-game model for the C4 charge. The M112 charges are somewhat shorter and wider than they are in reality; however, while not entirely visible, the first 2 lines of text are spot-on (the 3rd line has vanished, however).]]&lt;br /&gt;
[[File:FNV C4 Explosion.jpg|thumb|none|600px|The Courier uses a detonator to set off several C4 charges, with spectacular results.]]&lt;br /&gt;
&lt;br /&gt;
==M101 Howitzer==&lt;br /&gt;
Somewhat oversized M101 Howitzers appear in a few locations in the game, notably at Nellis AFB and The Fort. The one at the Fort is broken, and the Legion sidequest &amp;quot;I Hear You Knocking&amp;quot; has the player go to Nellis AFB to retrieve a replacement firing mechanism.&lt;br /&gt;
[[File:M101 Howitzer.jpg|thumb|none|450px|M101 Howitzer - 105x372mmR]]&lt;br /&gt;
[[File:FNV Howitzer.jpg|thumb|none|600px|The in-game howitzer model.]]&lt;br /&gt;
[[File:FNV Howitzer Boomers.jpg|thumb|none|600px|One of the howitzers at Nellis AFB, in the possession of the Boomers (presumably used to fire at the Courier as they approach the site).]]&lt;br /&gt;
[[File:FNV Howitzer Legion.jpg|thumb|none|600px|The Legion's broken howitzer, on Fortification Hill.]]&lt;br /&gt;
&lt;br /&gt;
==Daisy Red Ryder BB Gun==&lt;br /&gt;
The [[Red Ryder]] returns from ''Fallout 3'', again as the &amp;quot;BB Gun&amp;quot;. Markings on the loader claim it to be a &amp;quot;Raider BB Rifle&amp;quot;. It is the weakest ranged weapon in the game - which makes sense, it being a toy rather than an actual weapon. It has a capacity of 100 BBs. Its accuracy is somewhat poor; this issue is compounded by the fact that, like in ''Fallout 3'', the weapon's iron sights are blocked by the player character's fingers; this is more of an issue in New Vegas as aiming actually uses the iron sights rather than simply zooming the view in. It can be found in a variety of locations, including (but not limited to): toy boxes, the Nellis schoolhouse, a shack at the top of Coyote Mines, Blue Paradise Vacation Rentals, a house in Nipton, the Great Khan armorer (sometimes), and Coach's office in &amp;quot;Old World Blues&amp;quot;. Amusingly enough, despite being an airgun firing BBs, it it still considered a rifle by the game, and is thus capable of certain odd things, such as igniting flammable vapors with its nonexistent muzzle blast.&lt;br /&gt;
&lt;br /&gt;
The unique variant of the weapon, the &amp;quot;Abilene Kid LE BB Gun&amp;quot;, is visually identical to the base version visually except for a marking on the stock denoting it as the first model of a 200-strong limited edition. It is nearly identical statistics-wise to the standard BB Gun, save for better durability, a slightly higher crit chance (1.5 instead of 1), and an extremely high critical damage boost, bumping it from a base damage of 4 to a whopping 70 on a critical hit (compared to the standard variant's critical damage of 6.2); furthermore, with the correct perks, this can be raised all the way to 157. The Abilene Kid LE BB Gun can be found in Fields' Shack, or in Jimmy's Well if the player has the Wild Wasteland trait.&lt;br /&gt;
[[File:199852 lg.jpg|thumb|none|450px|Daisy Red Ryder]]&lt;br /&gt;
[[File:FNV BB Gun.jpg|thumb|none|600px|The in-game model of the BB Gun.]]&lt;br /&gt;
[[File:FNV LE BB Gun.jpg|thumb|none|600px|The unique variant's model.]]&lt;br /&gt;
[[File:FNV Jimmy's Not Well.jpg|thumb|none|600px|&amp;quot;What's that, &amp;lt;s&amp;gt;Lassie&amp;lt;/s&amp;gt; Rex? &amp;lt;s&amp;gt;Timmy&amp;lt;/s&amp;gt; Jimmy fell down a well?&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Fallout Series}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Post Apocalyptic]]&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Third-Person Shooter]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Rising_Storm_2:_Vietnam&amp;diff=1300126</id>
		<title>Rising Storm 2: Vietnam</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Rising_Storm_2:_Vietnam&amp;diff=1300126"/>
		<updated>2019-10-10T01:45:15Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: Overall updating the page to remove inappropriate commentary, unnecessary information and jokes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Rising Storm 2: Vietnam&lt;br /&gt;
|picture   = RS2 logo.jpg&lt;br /&gt;
|date      = May 30, 2017&lt;br /&gt;
|developer = Antimatter Games&amp;lt;br&amp;gt;Tripwire Interactive&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|series    =&lt;br /&gt;
|platforms = PC&lt;br /&gt;
|genre     = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The direct sequel to ''[[Red Orchestra 2: Rising Storm]]'', '''''Rising Storm 2: Vietnam''''' brings the intense tactical realism of Tripwire Interactive's ''Red Orchestra'' series into the the Vietnam War, at the height of American involvement, with the notable continuation of asymmetrical faction elements from the previous title (such as the helicopters and air support of the American forces versus the tunnel spawn system of the Vietnamese forces). Both the United States Army and Marine Corps are present in levels based on their respective battles of the war, fighting against either the National Liberation Front (Viet Cong) or the People's Army of Vietnam (North Vietnamese Army). A new feature of this title is the ability for the player to customize the personal appearance of their in-game character, differentiated between the five factions and the additional helicopter pilot class of the US forces.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Rising Storm 2: Vietnam (2017)'''''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Weapons of the US Army, USMC, ARVN and the Australian Army=&lt;br /&gt;
==Sidearms==&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
As with the previous title, the [[M1911_pistol_series#M1911A1|Colt M1911A1]] is available as a sidearm to most classes in the US forces as well as the ARVN, with the exception of the Grunt, and the Radioman and Combat Engineer on some maps. The Australian Commander class can also use it. It comes with two spare 7-round magazines.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:M1911A1 holding.jpg|thumb|none|600px|Holding the Colt with one hand.]]&lt;br /&gt;
[[File:M1911 brass check.jpg|thumb|none|600px|Like with many weapons in the game, the player character performs a brass check when the reload key is hit if the magazine is full.]]&lt;br /&gt;
[[File:M1911A1 shooting2.jpg|thumb|none|600px|Firing the pistol at a VC Machine Gunner.]]&lt;br /&gt;
[[File:M1911A1 reloadingfromempty.jpg|thumb|none|600px|Reloading the gun.]]&lt;br /&gt;
&lt;br /&gt;
===M1917 Revolver===&lt;br /&gt;
Added in the 1.03 update, the [[M1917 Revolver]] is an alternative to the 1911 pistol for South Vietnamese forces issued with a sidearm. It is fired in double-action mode with a significantly long trigger pull and poor accuracy, but the hammer can also be cocked manually before each shot to eliminate the delay and the accuracy penalty. The revolver is loaded using two half-moon clips, and comes with 6 spares for a total of the 3 reloads from empty. It cannot be reloaded if less than three rounds have been fired; the player character never ejects a clip if there are still rounds on it, so if 3 to 5 rounds have been fired, he only ejects the half-moon clip with the spent rounds on it by keeping the other one in place with his palm, and one loaded half-moon clip is placed inside the cylinder. If all the rounds have been fired, both clips are ejected and two new ones are put in place.&lt;br /&gt;
[[File:S&amp;amp;W-Model-1917.jpg|thumb|none|350px|M1917 Revolver - .45 ACP. This is the S&amp;amp;W model with the ejector rod socket, just like the in-game version.]]&lt;br /&gt;
[[File:M1917 holding.jpg|thumb|none|600px|The M1917 being held.]]&lt;br /&gt;
[[File:M1917 partial reload.jpg|thumb|none|600px|The reload sequence when 3 to 5 rounds have been fired : the clip with the spent rounds is ejected, while the other is kept in place manually.]]&lt;br /&gt;
[[File:M1917 cocking the hammer.jpg|thumb|none|600px|The hammer can be cocked manually to fire the revolver in single-action mode, which gives an accuracy boost.]]&lt;br /&gt;
&lt;br /&gt;
===Browning Hi-Power===&lt;br /&gt;
Added in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[Browning Hi-Power]] is a standard issue pistol of the Australian Army, complete with 13 round magazines and a fully adjustable rear sight. Reliable damage plus relatively low recoil and mags double the size of most of the other handguns on offer make this a popular backup for anyone playing Aussies.&lt;br /&gt;
[[File:Browning-HP-P35.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:RS2V HiPower Idle.jpg|thumb|none|600px|A GI takes some Bogan firepower to the range.]]&lt;br /&gt;
[[File:RS2V HiPower Aim.jpg|thumb|none|600px|Aiming the Hi-Power with the early pattern adjustable rear sights. And yes, you can adjust it out to 500 meters.]]&lt;br /&gt;
[[File:RS2V HiPower Reload.jpg|thumb|none|600px|Reloading the Browning Hi-Power.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] was added as the standard-issue SMG for the ARVN faction in the 1.08 ARVN Update.  It comes with 30-round box magazines and can be switched between semi and full-auto fire modes. The M1A1's mostly comparable to the VC's MAT-49, a high rate of fire SMG but still relatively controllable and useful at sweeping through rooms at close quarters. The only real con I can give this one is that it suffers from the same overall low amount of spare mags that effects every SMG in the game.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:RS2 thompson idle.jpg|thumb|none|600px|A GI takes some Starvin ARVN toys to the range.]]&lt;br /&gt;
[[Image:RS2 thompson ironsights.jpg|thumb|none|600px|Aiming the Thompson, you can use the top notch sight for 150+ meter shots.]]&lt;br /&gt;
[[Image:RS2 thompson brasscheck.jpg|thumb|none|600px|Like all the weapons in the game you can check the remaining ammunition. Unfortunately, the bullets are static and do not visibly deplete unless the magazine is fully empty.]]&lt;br /&gt;
[[Image:RS2 Thompson reload.jpg|thumb|none|600px|Reloading which looks similar to the brass check. The M1A1's bolt hold open is both rendered in-game and partially to blame.]]&lt;br /&gt;
&lt;br /&gt;
===M3A1 Grease Gun===&lt;br /&gt;
The [[M3 / M3A1 &amp;quot;Grease Gun&amp;quot;|M3A1 Grease Gun]] is available to the Pointman, Combat Engineer, and Commander classes. It is issued with 3 spare magazines, and its wire stock can be collapsed for added maneuvrability in tight spaces which, naturally, also decreases accuracy. The Grease Gun is an entertainingly fun SMG which benefits greatly from its slow rate of fire, making it effective at close to medium range.&lt;br /&gt;
[[File:Grease3 2.jpg|thumb|none|400px|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:M3A1 holding.jpg|thumb|none|600px|Carefully moving onto the objective with the Grease Gun in hand.]]&lt;br /&gt;
[[File:M3A1 sights.jpg|thumb|none|600px|The M3's sights are crude, but effective.]]&lt;br /&gt;
[[File:M3A1 Grease Gun collapsible stock.jpg|thumb|none|600px|Pulling on the rudimentary 'buttplate' of the stock to extend it.]]&lt;br /&gt;
[[File:M3A1 reload.jpg|thumb|none|600px|Pulling the bolt back at the end of a reload. [[Fury (2014)|Now you killin'.]]]]&lt;br /&gt;
&lt;br /&gt;
===Owen Submachine Gun===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[Owen Submachine Gun]] is available to the Australian Scout and Radioman. Like the M1A1, the Owen's mostly comparable to the VC's choice in SMG's. A fast firing, relatively accurate and somewhat controllable gun for sweeping through trench lines.&lt;br /&gt;
[[File:Owen-gun 400.jpg|thumb|none|400px|Owen Mk I Submachine Gun - 9x19mm.]]&lt;br /&gt;
[[File:RS2V Owen Idle.jpg|thumb|none|600px|An American soldier gets some trigger time with the Owen.]]&lt;br /&gt;
[[File:RS2V Owen Aim.jpg|thumb|none|600px|Aiming the Owen SMG with it's unusual sights.]]&lt;br /&gt;
[[File:RS2V Owen Reload.jpg|thumb|none|600px|Reloading the Owen SMG starts with a swap of the magazines...]]&lt;br /&gt;
[[File:RS2V Owen Reload2.jpg|thumb|none|600px|Before ending it with a swift tug of the rear-mounted charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===F1 Submachine Gun===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[F1 SMG|F1 Submachine Gun]] is available to the Australian Scout, Combat Engineer and Commander. While it might seem useless in comparison with it's WWII counterpart, the F1's got a much slower rate of fire over the Owen meaning it's easier to control and keep on target in combat. Plus it comes with a bayonet. &lt;br /&gt;
[[File:F1_SMG.jpg|thumb|none|400px|F1 Submachine Gun - 9x19mm.]]&lt;br /&gt;
[[File:RS2V F1 Idle.jpg|thumb|none|600px|Backwards Owen Gun, backwards Sterling, it's just how it works.]]&lt;br /&gt;
[[File:RS2V F1 Aim.jpg|thumb|none|600px|Aiming, despite the sight being this high, this is still a perfect battle zero.]]&lt;br /&gt;
[[File:RS2V F1 Reload.jpg|thumb|none|600px|Reloading by first removing the spent mag.]]&lt;br /&gt;
[[File:RS2V F1 Reload2.jpg|thumb|none|600px|Before pulling the charging handle.]]&lt;br /&gt;
[[File:RS2V F1 Bayonet.jpg|thumb|none|600px|Affixing the bayonet on the F1.]]&lt;br /&gt;
[[File:RS2 F1 (1).jpg|thumb|none|600px|Like all the other small arms you can use the ammo check feature.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Ithaca Model 37===&lt;br /&gt;
The 12-gauge [[Ithaca 37]] pump-action shotgun, used extensively by South Vietnamese in Vietnam, is available to the Pointman and Combat Engineer classes. It comes in three distinct variants :&lt;br /&gt;
&lt;br /&gt;
- the full-size Trench Gun sports wooden furniture, a heat shield, and a bayonet lug which can mount a standard M7 bayonet. It holds 5 shells. The most controllable and simple of all the Ithaca variants, easy to use and easy to run around with in-general.&lt;br /&gt;
&lt;br /&gt;
- the 'Stakeout' Riot Gun is a handier variant, with a pistol grip and no buttstock, that also recoils a lot harder. Note that it isn't an actual 'Stakeout' model : it has a standard 20-inch barrel instead of the shortened 13-inch barrel. A handy shotgun for close quarters maps like Hue City, the Riot Gun's main problem is the lack of an ability to aim down the barrel which is somewhat compensated by the faster ADS time and better maneuverability.&lt;br /&gt;
&lt;br /&gt;
- the 'Duckbill' Conversion is fitted with an extended magazine tube that holds 8 shells, and a muzzle attachment that spreads out fired pellets in a wide, horizontal pattern. While it seems a tad redundant, the Duckbill does have some utility in that it can funnel your shot into a much easier to gauge spread meaning you're less likely to accidentally hit allies with stray pellets. Useful for close quarters maps and areas with pillboxes where a horizontal spread of shot will wipe out whoever is inside.&lt;br /&gt;
&lt;br /&gt;
Both the Trench and Riot Guns are issued with 35 shells of either 00 Buckshot (8 large pellets) or No.4 Buckshot (16 smaller pellets) : the former packs more punch, while the latter increases hit probability at extended ranges because of the sheer number of projectiles. The 'Duckbill' Conversion on the other hand comes with 32 shells of No.4 Buckshot only, to get the most out of its muzzle attachement. It is worth to note that the reload sequence for all the available Model 37 variants is performed incorrecty. When reloading from empty, the player character always puts one shell too many in the magazine tube (5 when there should be 4 for the Trench and Riot Guns, 8 when there should be 7 in the 'Duckbill' Conversion), and does so while the bolt is back so when he racks the action forward, there should be no round in the chamber. And when topping off the magazine tube, he racks the action backward before filling up the magazine tube, which is not only unnecessary but also counter-productive as it ejects an unfired shell.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|400px|Ithaca 37 Trench Gun, as issued to US troops in Vietnam.]]&lt;br /&gt;
[[File:Ithaca 37 holding.jpg|thumb|none|600px|The Ithaca 37 Trench Gun as seen in first-person.]]&lt;br /&gt;
[[File:Ithaca 37 loading.jpg|thumb|none|600px|Filling up the Ithaca with 00 Buckshot.]]&lt;br /&gt;
[[File:Ithaca 37 bead.jpg|thumb|none|600px|The sighting system is a simple front bead.]]&lt;br /&gt;
[[File:Ithaca 37 bayonet.jpg|thumb|none|600px|Affixing an M7 bayonet to the Trench Gun. This version of the Ithaca 37 is the only shotgun in the game with this feature.]]&lt;br /&gt;
[[File:Ithaca37.jpg|thumb|none|400px|Ithaca 37 with &amp;quot;Stakeout-style&amp;quot; synthetic pistol grip and forend but a standard 20&amp;quot; barrel. Not unlike the game's Riot Gun.]]&lt;br /&gt;
[[File:Ithaca 37 Stakeout handy for close encounters.jpg|thumb|none|600px|Using the ammo check feature, you get a good view on the underside of the in-game model.]]&lt;br /&gt;
[[File:Ithaca 37 Stakeout blasting away.jpg|thumb|none|600px|Firing the Stakeout Riot Gun. The shotgun is actually being aimed here : it's a bit off-centre to reflect the lack of a buttstock to properly brace the gun.]]&lt;br /&gt;
[[File:IthacaExtMagTub straight.jpg|thumb|none|400px|Ithaca 37 with 7-round magazine tube, similar to the in-game 'Duckbill' Conversion only without the muzzle attachment.]]&lt;br /&gt;
[[File:Ithaca 37 duckbill muzzle.jpg|thumb|none|600px|First-person look at the muzzle attachment]]&lt;br /&gt;
[[File:Ithaca 37 duckbill 20m.jpg|thumb|none|600px|Demonstrating the relative effectiveness of the 'duckbill' attachment on the training range. Targets 2 meters apart are both hit at 20 meters distance.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
&lt;br /&gt;
===M1/M2 Carbines===&lt;br /&gt;
The [[M1 Carbine]] and its fully-automatic variant the [[M2 Carbine]] were added in update 1.07.  The M1 Carbine is available to Northern Sappers and Riflemen on some maps and comes with 15-round magazines and a well-worn appearance, while the M2 is available as an alternative primary for US Grenadiers as well as the ARVN Pointman and Rifleman and comes with 30-round magazines and can be toggled between semi-auto and full-auto. The M1 and M2 Carbines are best utilized at close to medium range. The M2 is also a good weapon for very close quarters as the .30 Carbine cartridge is more powerful than any of the SMGs on offer.&lt;br /&gt;
[[Image:M1c.jpg|thumb|450px|none|M1 Carbine (Post-War) - .30 Carbine]]&lt;br /&gt;
[[Image:RS2 carbine idle.jpg|thumb|none|600px|First, the VC special M1 Carbine, given the wear and tear, it's likely a well used battlefield capture.]]&lt;br /&gt;
[[Image:RS2 carbine ironsights.jpg|thumb|none|600px|Due to the steel repair bands, the sights are somewhat obscured.]]&lt;br /&gt;
[[Image:RS2 carbine brasscheck.jpg|thumb|none|600px|Checking the M1 Carbine's 15-round magazine.]]&lt;br /&gt;
[[Image:RS2 carbine reload.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[Image:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 Carbine]]&lt;br /&gt;
[[Image:RS2 M2 idle.jpg|thumb|none|600px|The US/ARVN special M2 Carbine, without the M1's repairs.]]&lt;br /&gt;
[[Image:RS2 M2 ironsights.jpg|thumb|none|600px|The M2's unobstructed ironsights.]]&lt;br /&gt;
[[Image:RS2 M2 Brasscheck.jpg|thumb|none|600px|The M2 as opposed to the M1 is loaded with 30-round magazines.]]&lt;br /&gt;
[[Image:RS2 M2 reload.jpg|thumb|none|600px|Reloading the M2. The bolt being open is partially correct, the 30 rounders do hold the bolt open but only when the mag is in the gun, a later update fixed this.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] has been added as the main rifle of the ARVN. The M1D variant is also used by the ARVN as their standard issue sniper rifle. The M1 Garand balances itself nicely against the more modern weapons favored by the PAVN and NLF, however the .30-06's power means that you have better overall accuracy, more power and a faster reload than most of their weapons. As for the M1D, it's an adequate sniper rifle with more flexibility as you can easily swap over to irons sights.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|400px|M1 Garand semiautomatic Rifle with leather M1917 sling - .30-06]]&lt;br /&gt;
[[Image:RS2 garand idle.jpg|thumb|none|600px|M1 Garand as seen in-game.]]&lt;br /&gt;
[[Image:RS2 garand ironsights.jpg|thumb|none|600px|The iron sights, slightly too high and big but better than most.]]&lt;br /&gt;
[[Image:RS2 garand brasscheck.jpg|thumb|none|600px|Ammo check.]]&lt;br /&gt;
[[Image:RS2 garand reload.jpg|thumb|none|600px|Much like [[Red Orchestra 2: Rising Storm|the first game]], when reloading mid-magazine, the character will pull back the bolt back to eject the en-bloc before inserting a new one.]]&lt;br /&gt;
[[Image:M1DGarand.jpg|thumb|none|400px|M1D Sniper Variant with M84 scope - .30-06]]&lt;br /&gt;
[[Image:RS2 M1D idle.jpg|thumb|none|600px|Holding the M1D variant with a stock made of paler wood.]]&lt;br /&gt;
[[Image:RS2 M1D ironsights.jpg|thumb|none|600px|The M1D's sights, the exact same as it's M1 counterpart.]]&lt;br /&gt;
[[Image:RS2 M1D scope.jpg|thumb|none|600px|Scoped in to the M84 Scope, a single post and windage line. The M1D definitely trades range for versatility.]]&lt;br /&gt;
&lt;br /&gt;
===M16A1 Assault Rifle===&lt;br /&gt;
The [[M16A1]] is the assault rifle of the US Rifleman as well as the ARVN Pointman. It comes with seven spare 20-round magazines that actually hold 18 (a common practice to avoid magazine-related malfunctions), accepts a bayonet, and both the short-range and long-range apertures are usable. The M16 is one of the most effective weapons in the game. &lt;br /&gt;
[[File:M16A1.jpg|thumb|none|400px|M16A1 with 20 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:M16A1 selector that actually works.jpg|thumb|none|600px|Holding an M16.]]&lt;br /&gt;
[[File:M16A1 firing.jpg|thumb|none|600px|M16 sights slightly off center right after firing.]]&lt;br /&gt;
[[File:M16A1 bayonet.jpg|thumb|none|600px|Like most other rifles in the game, you can mount a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
===M14 Rifle===&lt;br /&gt;
The [[M14]] rifle is a large-caliber alternative to the M16 for US Grunts and Radiomen, and is the only rifle available to the Commander role. It is capable of mounting a bayonet, and is issued with five spare 20-round magazines that can be topped off using 5-round stripper clips. Its rear sight can be adjusted for elevation through five settings, from 91 meters all the way up to 457 meters (100 to 500 yards). Although the real-life M14 is select-fire, the in-game version can only be fired in semi-automatic mode (as was common practice during the Vietnam conflict).&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|400px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2 M14 (1).jpg|thumb|none|600px|Overlooking Hill 937 with the M14.]]&lt;br /&gt;
[[File:RS2 M14 (2).jpg|thumb|none|600px|M14 iron sights.]]&lt;br /&gt;
[[File:RS2 M14 (7).jpg|thumb|none|600px|Opening the bolt to check the ammo.]]&lt;br /&gt;
[[File:RS2 M14 (4).jpg|thumb|none|600px|Locking the bolt back in the &amp;quot;topping-off&amp;quot; animation. Similar to [[Battlefield 1]], the character uses his hand to keep the chambered round from ejecting, unlike other weapons in the game and  the previous titles.]]&lt;br /&gt;
[[File:RS2 M14 (5).jpg|thumb|none|600px|Loading with a 5-round stripper clip.]]&lt;br /&gt;
[[File:RS2 M14 (6).jpg|thumb|none|600px|Inserting the twenty-round box magazine in the normal reload.]]&lt;br /&gt;
[[File:RS2 M14 (8).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
[[File:RS2 M14 (3).jpg|thumb|none|600px|Affixing the bayonet on the M14.]]&lt;br /&gt;
&lt;br /&gt;
===XM177E1===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[M16_rifle_series#Colt_XM177.2FCAR-15.2FCommando_Series|XM177E1]] is available to the US Army. The player can adjust the length of the stock which makes the iron sight picture larger and makes the weapon more compact at a cost of controllability on full-auto. The XM177 bridges the gap between the full size M16A1 and the Grease Gun in a very good way, allowing the same power and relative accuracy of the M16 in a size thats useful for tight trenches and tunnels as well as cities.&lt;br /&gt;
[[File:Colt 609-XM1771E1.jpg|thumb|none|400px|Colt Model 609 aka U.S. Army's XM177E1 - 5.56x45mm.]]&lt;br /&gt;
[[File:RS2V XM177E1 Idle.jpg|thumb|none|600px|In-game first-person model.]]&lt;br /&gt;
[[File:RS2V XM177E1 Aim.jpg|thumb|none|600px|Aiming the XM177E1, using the sights with the stock collapsed brings these to almost fill the screen.]]&lt;br /&gt;
[[File:RS2V XM177E1 Reload.jpg|thumb|none|600px|Reloading the XM177E1.]]&lt;br /&gt;
&lt;br /&gt;
===L1A1 SLR===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[FN_FAL#L1A1|L1A1 SLR]] is available to the Rifleman, Grenadier, Radioman, and Commander classes of the Australian Army. Besides different animations and fire sounds, the L1A1 is mostly comparable to the American M14 with a few caveats. It has a bigger sight picture, slightly faster reloads and fires faster in semi-auto.&lt;br /&gt;
[[File:C1A1.jpg|thumb|none|400px|L1A1 SLR - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:RS2V L1A1 Idle.jpg|thumb|none|600px|The L1A1 in first-person.]]&lt;br /&gt;
[[File:RS2V L1A1 Aim.jpg|thumb|none|600px|Aiming the L1A1 with it's simple winged post and rear aperture set up.]]&lt;br /&gt;
[[File:RS2V L1A1 Reload1.jpg|thumb|none|600px|Reloading by rocking in a mag, revealing that this is a British L1A1 and not an Aussie by the 2 vent hole handguard.]]&lt;br /&gt;
[[File:RS2V L1A1 Reload2.jpg|thumb|none|600px|Pulling back the bolt with the collapsing charging handle.]]&lt;br /&gt;
[[File:RS2V L1A1 Bayonet.jpg|thumb|none|600px|Affixing the bayonet on the L1A1.]]&lt;br /&gt;
&lt;br /&gt;
===XM21 Sniper Weapon System===&lt;br /&gt;
The [[M21#M21.2FM25_Sniper_Weapon_System|XM21]] rifle is available to the US Army Marksman. It comes in two variants :&lt;br /&gt;
&lt;br /&gt;
- the Standard variant is a regular M14 fitted with an AR TEL scope.&lt;br /&gt;
&lt;br /&gt;
- the Suppressed variant (added as part of the August 2017 1.03 update) which is fitted with a sound suppressor instead of the standard flash hider, and fires subsonic ammunition, which means that it's action has to be manually operated after each shot, since the lower power ammunition can't cycle the bolt. Alternatively the gas system might have been cut off by the user to avoid the action noise and make the rifle as quiet as possible. The lower velocity ammunition also means constantly changing the zero is neccessary.&lt;br /&gt;
&lt;br /&gt;
Both rifles come with an AR TEL scope with six magnification setting from 3x to 9x. Each magnification setting also has its own zero setting (the higher the magnification, the higher the zero distance), and it is different for the two rifles because of the different ammunition they fire. The Standard variant starts off at 100m and can get to 700m in 100m increments, while the Suppressed variant begins at 50m and can get to 200m in 25m increments. They also have an alternate aiming mode for close range where the player looks over the scope and uses the dials as impromptu sights.&lt;br /&gt;
Both rifles come with 3 spare 20-round magazines.&lt;br /&gt;
[[Image:Xm21rifle.jpg|thumb|none|400px|M21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:XM21 holding.jpg|thumb|none|600px|First-person view of the Standard variant.]]&lt;br /&gt;
[[File:XM21 covering.jpg|thumb|none|600px|Aiming the rifle, showing the scope crosshairs.]]&lt;br /&gt;
[[File:XM21 alternate.jpg|thumb|none|600px|The alternate aiming mode.]]&lt;br /&gt;
[[File:XM21 suppressed2.jpg|thumb|none|600px|The Suppressed variant. As shown here, the action has to be operated manually after each shot to eject spent casings.]]&lt;br /&gt;
&lt;br /&gt;
===M40 Sniper Rifle===&lt;br /&gt;
The [[M40 Sniper Rifle]] is issued to the USMC Marksman with the equivalent of six stripper clips of spare ammunition, for a total of 30 spare rounds. Its distinctively-finished Redfield scope is elevation-adjustable through 6 settings, from 90 to 550 meters (100 to 600 yards), However, unlike the actual scope, it is not adjustable for magnification but locked to 3x. This means the scope's rangefinder doesn't work even though the necessary reticule markings are correctly featured (see pictures for detailed explanation). The scope also covers up the feeding/ejection port so the M40 must be reloaded with individual rounds. The M40 is mostly comparable to the VC's M91/30, a slower but more precise sniper rifle except this one doesn't have any backup iron sights.&lt;br /&gt;
[[File:M40 1.jpg|thumb|none|400px|M40 sniper rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2VM40I.jpg|thumb|none|600px|The M40 in first-person.]]&lt;br /&gt;
[[File:M40 scope2.jpg|thumb|none|600px|The Redfield Scope at the range, a simple cross hair with a mix of markings mostly related to figuring out target range while scoped.]]&lt;br /&gt;
[[File:RS2VM40B.jpg|thumb|none|600px|Operating the bolt after firing.]]&lt;br /&gt;
[[File:RS2VM40R.jpg|thumb|none|600px|Inserting singular rounds since the scope prevents the use of a stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
&lt;br /&gt;
===M1918 Browning Automatic Rifle===&lt;br /&gt;
The [[Browning Automatic Rifle]] has been added as the main light machine gun of the ARVN forces. The gun is outdated compared to the VC's DP-28 or RPD.&lt;br /&gt;
[[Image:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06.]]&lt;br /&gt;
[[File:RS2BAR.jpg|thumb|none|600px|The M1918A2 in-game, with it's bipod collapsed.]]&lt;br /&gt;
[[File:RS2BARSights.jpg|thumb|none|600px|The BAR's sights, an open U notch close up and an aperture at range.]]&lt;br /&gt;
[[File:RS2BARSelectorswitch.jpg|thumb|none|600px|The BAR's rate of fire is selectable between the slow and fast. Note the bipod is deployed in this picture.]]&lt;br /&gt;
[[File:RS2BARReload1.jpg|thumb|none|600px|Reloading the 20-round box mag.]]&lt;br /&gt;
[[File:RS2BARReload2.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===M1919A6 Browning Machine Gun===&lt;br /&gt;
The [[Browning M1919A6]] has been added as the main medium machine gun for the ARVN forces, as their counterpart to the M60. The M1919A6 is the most appropriate LMG in the game in terms of sheer volume of fire. With two whole 150 round belts plus a relatively controllable rate of fire especially when on the bipod, the M1919 is the gun in the game most suited for sustained fire.&lt;br /&gt;
[[Image: 1919A6_postWW2.jpg|thumb|none|400px|M1919A6, post-WWII manufacture with conical muzzle booster - .30-06 Springfield]]&lt;br /&gt;
[[File:RS2M1919-1.jpg|thumb|none|600px|The M1919A6 with it's parkerized finish.]]&lt;br /&gt;
[[File:RS2M1919Sights.jpg|thumb|none|600px|The sights, with the same U notch/Aperture setup as the BAR.]]&lt;br /&gt;
[[File:RS2M1919Reload.jpg|thumb|none|600px|Reloading by opening the top cover and removing the belt.]]&lt;br /&gt;
[[File:RS2M1919Reload2.jpg|thumb|none|600px|Replacing the belt and charging the handle.]]&lt;br /&gt;
&lt;br /&gt;
===M60 GPMG===&lt;br /&gt;
The [[M60]] is the main machine gun of the American forces, and only available to the Machine Gunner. &amp;quot;The Pig&amp;quot; is issued with either three 100-round belt boxes, or a single 200-round belt of 7.62x51mm ammunition, with one in five a tracer. Its rear leaf sight is adjustable for elevation in 100-meter increments, from 400m to 1100m. It also has a bipod usable when prone or behind cover. With a relatively controllable rate of fire, decent stability and easy to read sights, It is flexible enough to be useful for use with either the bipod or off-hand in a more mobile role.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|400px|M60 machine gun with bipod extended - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2VM60I.jpg|thumb|none|600px|The M60 loaded with a 100-round box.]]&lt;br /&gt;
[[File:RS2VM60A.jpg|thumb|none|600px|Aiming the M60 through the adjustable post and leaf.]]&lt;br /&gt;
[[File:RS2VM60W.jpg|thumb|none|600px|Like Red Orchestra games prior, firing a sustained burst for too long can damage the barrel, warping it which decreases accuracy drastically.]]&lt;br /&gt;
[[File:RS2VM60R.jpg|thumb|none|600px|Reloading by opening the top cover and replacing the box.]]&lt;br /&gt;
&lt;br /&gt;
===L2A1===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[FN_FAL#L1A1|L2A1 machine gun]] is available to the Australian Machine Gunner and is outfitted with a foregrip/bipod hybrid. With the bipod down and mounted, it's a fairly efficient LMG only hampered by the 30-round magazine size, but has the ability to change between semi-auto and full auto.&lt;br /&gt;
[[Image:L2A1.jpg|thumb|none|400px|L2A1 with 30-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2V L2A1 Idle.jpg|thumb|none|600px|Contrary to the incorrect British issue L1A1, the L2A1 is correctly depicted as an Australian production.]]&lt;br /&gt;
[[File:RS2V L2A1 Aim.jpg|thumb|none|600px|L2A1 iron sights.]]&lt;br /&gt;
[[File:RS2V L2A1 Reload.jpg|thumb|none|600px|Reloading the L2A1 is similar to the normal L1A1.]]&lt;br /&gt;
[[File:RS2V L2A1 Bipod.jpg|thumb|none|600px|Unfolding the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers and Flamethrowers==&lt;br /&gt;
===M79 Grenade Launcher===&lt;br /&gt;
The [[M79]] &amp;quot;Thumper&amp;quot; Grenade Launcher is the only explosive launcher available to the US forces. A variety of 40x46mm ammunition is available for different situations : 6 rounds of High-Explosive and 2 rounds of masking smoke, 6 rounds of HE and another 6 rounds of Buckshot, or simply 9 HE grenades. The HE rounds have a realistic arming distance of about 15 meters : within this range, they won't explode if they hit their target, or a barrier. Unexploded 40mm rounds still so damage, and can kill with a well-placed shot : managing this will earn the player the 'Thumper' achievement. Finally, the M79's rear sight is adjustable for elevation from 50 to 300 meters, in 25 meters increments.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:RS2VM79I.jpg|thumb|none|600px|M79 in-game.]]&lt;br /&gt;
[[File:RS2VM79A.jpg|thumb|none|600px|Aiming the M79, the sight is fully adjustable up to 300 meters.]]&lt;br /&gt;
[[File:RS2VM79R.jpg|thumb|none|600px|Reloading the M79 with a 40mm HE grenade.]]&lt;br /&gt;
&lt;br /&gt;
===M9A1-7 Flamethrower===&lt;br /&gt;
The US Combat Engineer has the [[M9 Flamethrower|M9A1]] flamethrower as an option.&lt;br /&gt;
[[File:M9A1-7 Flamethrower.jpg|thumb|none|350px|M9A1-7 Flamethrower]]&lt;br /&gt;
[[File:RS2VM9I.jpg|thumb|none|600px|M9A1 in first-person.]]&lt;br /&gt;
[[File:RS2VM9F.jpg|thumb|none|600px|M9A1 during firing.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades and Explosives==&lt;br /&gt;
===M112 Demolition Charge===&lt;br /&gt;
The Combat Engineer can equip a M112 C4 charge. It can either be stuck on a surface or thrown a short distances and is detonated using a M57 firing device.&lt;br /&gt;
[[Image:M112.jpg|thumb|none|400px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:C4 holding.jpg|thumb|none|600px|M112 C4 demolition charge in first-person.]]&lt;br /&gt;
[[File:C4 throwing.jpg|thumb|none|600px|The M112 during the throwing animation.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore===&lt;br /&gt;
The Marksman has one [[M18A1 Claymore|Claymore mine]], and the Pointman has two. It can be placed on the ground, and then detonated with a M57 switch, sending dozens of deadly fragments in the direction the front of the mine faces.&lt;br /&gt;
[[Image:M18A1.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine with command cable and M57 'clacker' detonator switch]]&lt;br /&gt;
[[File:Claymore holding.jpg|thumb|none|600px|Holding the M18A1 Claymore mine.]]&lt;br /&gt;
[[File:Claymore detonator.jpg|thumb|none|600px|Front end of the Claymore.]]&lt;br /&gt;
[[File:Claymore detonation.jpg|thumb|none|600px|Dispersion of projectiles after detonation.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
The standard smoke grenade for all South Vietnam aligned factions.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|400px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:M18Smoke.jpg|thumb|none|600px|In-game M18 smoke grenade with the painted band that indicates it's purple smoke.]]&lt;br /&gt;
&lt;br /&gt;
===M34 White Phosphorous Grenade===&lt;br /&gt;
The [[M34 White Phosphorous grenade]] is an incendiary smoke grenade available for South Vietnamese and US forces.&lt;br /&gt;
&lt;br /&gt;
[[Image:M34 2-1-.jpg|thumb|none|250px|M34 White Phosphorous grenade]]&lt;br /&gt;
[[File:RS2M34.jpg|thumb|none|600px|The M34 in-game, note the period correct white grenade casing.]]&lt;br /&gt;
[[File:RS2M34Explosion.jpg|thumb|none|600px|M34 dispersion of smoke.]]&lt;br /&gt;
&lt;br /&gt;
===M61 Fragmentation Grenade===&lt;br /&gt;
The main hand grenade for the South Vietnamese aligned forces is the [[M61 Hand Grenade|M61]] fragmentation grenade, which was the updated version of the M26.&lt;br /&gt;
[[Image:M26 grenade Vietnam War.jpg|thumb|none|350px|M61 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RS2VM61I.jpg|thumb|none|600px|Holding the M61 grenade.]]&lt;br /&gt;
[[File:RS2VM61P.jpg|thumb|none|600px|Pulling the M61's pin.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted Weapons==&lt;br /&gt;
&lt;br /&gt;
===M2 Browning===&lt;br /&gt;
The [[Browning M2HB]] appears in-game as counterpart to the DSHk, both as a tripod mounted HMG in locations as well as a portable version for deploying in the field. The M2HB uses 100-round .50 BMG boxes of ammunition.&lt;br /&gt;
[[Image:Browning-M2-Heavy-Barrel-w-Tripod.jpg|thumb|none|400px|left|Browning M2HB on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:RS2M2Browning.jpg|thumb|none|600px|The M2 deployed.]]&lt;br /&gt;
[[File:RS2M2BrowningSights.jpg|thumb|none|600px|The sights on the M2 can be adjusted between 200m to 1500m.]]&lt;br /&gt;
[[File:RS2M2Reload1.jpg|thumb|none|600px|Reloading the M2 by opening the feed tray and lifting the pawl.]]&lt;br /&gt;
[[File:RS2M2BrowningReload2.jpg|thumb|none|600px|Swapping ammo cans.]]&lt;br /&gt;
[[File:RS2M2BrowningReload3.jpg|thumb|none|600px|Seating the belt, closing the tray and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===M60D Machine Gun===&lt;br /&gt;
Two [[M60#M60D Machine Gun|M60D Machine Guns]] are mounted on the UH-1 'Huey' transport helicopter, one on each side used by passengers.&lt;br /&gt;
[[Image:M60d.jpg|thumb|none|400px|M60D machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Huey M60D.jpg|thumb|none|600px|In-game look at the M60D.]]&lt;br /&gt;
&lt;br /&gt;
===M134 Minigun===&lt;br /&gt;
The [[M134 Minigun]] is mounted on the side of the OH-6 'Loach' light scout/attack helicopter, and on the chin turret of the AH-1 Cobra attack helicopter.&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Loach m134.jpg|thumb|none|600px|The M134 mount on the side of the OH-6.]]&lt;br /&gt;
[[File:Cobra M134.jpg|thumb|none|600px|The Minigun on the Cobra's chin turret mount.]]&lt;br /&gt;
&lt;br /&gt;
===M195 Cannon===&lt;br /&gt;
The [[M61 Vulcan|M195 20mm Gatling Gun]], a short-barrelled variant of the M61 Vulcan, is mounted on the side of the AH-1 Cobra attack helicopter.&lt;br /&gt;
[[File:M195.jpg|thumb|none|400px|M195 Cannon in M35 Armament System - 20x102mm Vulcan]]&lt;br /&gt;
[[File:Cobra M195 2.jpg|thumb|none|600px|The cannon on the Cobra's left side.]]&lt;br /&gt;
&lt;br /&gt;
===M129 Grenade Launcher===&lt;br /&gt;
The M129 40mm Grenade Launcher is mounted on the chin turret of the AH-1 Cobra, next to the [[M134 Minigun]].&lt;br /&gt;
[[File:M129.jpg|thumb|none|400px|M129 Grenade Launcher, 40x46mm or 40x53mm]]&lt;br /&gt;
[[File:Cobra M129.jpg|thumb|none|600px|The M129 to the right of the Minigun on the chin turret mount.]]&lt;br /&gt;
&lt;br /&gt;
===M158 Rocket Launcher===&lt;br /&gt;
The M158 Rocket Launcher, or Rocket Pod, holds seven 70mm rockets. Three are mounted on the sides of the AH-1 Cobra attack helicopter.&lt;br /&gt;
[[File:800px-XM158 Rocket Pod.jpg|thumb|none|400px|M158 Rocket Pod]]&lt;br /&gt;
[[File:Cobra M158.jpg|thumb|none|600px|The front of the rocket launcher pod]]&lt;br /&gt;
[[File:Cobra M158 3.jpg|thumb|none|600px|Rear side of the rocket launcher pod.]]&lt;br /&gt;
&lt;br /&gt;
=Weapons of the NVA/PAVN and the VC/NLF=&lt;br /&gt;
==Sidearms==&lt;br /&gt;
===Tokarev TT-33===&lt;br /&gt;
The [[Tokarev TT-33]] appears as the main sidearm for the North Vietnamese forces. It holds 8 rounds of 7.62x25mm Tokarev per magazine.&lt;br /&gt;
[[Image:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:RS2VTT33I.jpg|thumb|none|600px|The T-33 in-game.]]&lt;br /&gt;
[[File:RS2VTT33A.jpg|thumb|none|600px|Aiming the TT-33 showing the tall, narrow sights.]]&lt;br /&gt;
[[File:RS2VTT33R.jpg|thumb|none|600px|Reloading the TT-33.]]&lt;br /&gt;
&lt;br /&gt;
===Makarov PM===&lt;br /&gt;
Introduced in the 1.03 update on August 2017, the [[Makarov PM]] was made available for Communist forces as an alternative to the TT-33.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:RS2 PM (1).jpg|thumb|none|600px|The Makarov in first-person.]]&lt;br /&gt;
[[File:RS2 PM (2).jpg|thumb|none|600px|Aiming the PM.]]&lt;br /&gt;
[[File:RS2 PM (3).jpg|thumb|none|600px|Performing an ammo check.]]&lt;br /&gt;
[[File:RS2 PM (4).jpg|thumb|none|600px|Reloading the PM.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===MAT-49===&lt;br /&gt;
The [[MAT-49]] is a usable submachine gun for the North Vietnamese forces. Players can choose between the original French 9mm version or the Vietnamese 7.62x25mm Tokarev conversion, the latter has an increased fire rate. The MAT is a very useful SMG for close quarters combat in either version with a potent high rate of fire, relative accuracy and some stability.&lt;br /&gt;
[[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:MAT-49 7.62mm Soviet.jpg|thumb|none|500px|A MAT-49 SMG captured by Communist Forces during the French-Indochina War and converted to 7.62x25mm Tokarev.]]&lt;br /&gt;
[[File:RS2VMATI.jpg|thumb|none|600px|The MAT-49 in-game.]]&lt;br /&gt;
[[File:RS2VMATA.jpg|thumb|none|600px|Aiming the MAT-49, the sight is flippable between 50m and 100m, with a bigger aperture for 100.]]&lt;br /&gt;
[[File:RS2VMATR.jpg|thumb|none|600px|Reloading the MAT-49 by flicking the magazine release.]]&lt;br /&gt;
[[File:RS2 MAT-49 (1).jpg|thumb|none|600px|Performing an ammo check on the 7.62x25 MAT-49.]]&lt;br /&gt;
[[File:RS2 MAT-49 (2).jpg|thumb|none|600px|Pulling the MAT's charging handle on an empty reload.]]&lt;br /&gt;
[[File:RS2 MAT-49(3).jpg|thumb|none|600px|Collapsing the stock.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] was added to the game in Update 1.2 as a submachine gun for the NLF. This serves as a far more controllable but lower volume of fire counter part to the MAT-49 and PPSH.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|400px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:RS2MP40.jpg|thumb|none|600px|The MP40 in-game.]]&lt;br /&gt;
[[File:RS2MP40sights.jpg|thumb|none|600px|The sights, adjustable out to 200 meters.]]&lt;br /&gt;
[[File:RS2MP40Reload1.jpg|thumb|none|600px|Replacing the magazine.]]&lt;br /&gt;
[[File:RS2MP40Reload2.jpg|thumb|none|600px|Charging the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===PPSh-41===&lt;br /&gt;
The [[PPSh-41]] is another usable submachine gun for the North Vietnamese forces, having a much higher fire rate than the [[MAT-49]]. Like in ''[[Red Orchestra 2: Heroes of Stalingrad|Red Orchestra 2]]'', the PPSh starts off with 35-round magazines, though the original 71-round drum magazines are also available in the loadout screen. The fire selector is also usable on the base weapon. The PPSh is decent with the only problem of the high rate of fire clashing with the small magazine size.&lt;br /&gt;
[[Image:Ppsh41.jpg|thumb|none|400px|PPSh-41 Submachine Gun with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:RS2VPPSHI.jpg|thumb|none|600px|PPSh-41 in-game.]]&lt;br /&gt;
[[File:RS2VPPSHA.jpg|thumb|none|600px|Aiming the PPSh-41.]]&lt;br /&gt;
[[File:RS2VPPSHR.jpg|thumb|none|600px|Reloading the PPSh-41 by inserting a stick mag.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===IZH-58===&lt;br /&gt;
A double-barreled IZH-58 shotgun is usable for the North Vietnamese forces in both full-length, Coach Gun and sawed-off versions. The sawn-off version appears to reload slightly faster and is limited to 00 Buckshot while the Coach Gun and full-length versions are able to use 1oz Slugs in addition to Buckshot.&lt;br /&gt;
&lt;br /&gt;
Weirdly enough, it was called the &amp;quot;IZH-43&amp;quot; in the beta, which was the replacement to the IZH-58 introduced in 1986, then it was renamed the period accurate &amp;quot;IZH-58&amp;quot;. However, in a recent update the IZh-58 was painted gloss black and simply dubbed the &amp;quot;SxS shotgun&amp;quot; likely to address the question of how a Soviet double barreled shotgun ends up in the fields of Vietnam.&lt;br /&gt;
[[Image:Dubeltowkaizh43emjg6.jpg|thumb|400px|none|[[Baikal IZH-43]], similar to the IZH-58 - 12 Gauge]]&lt;br /&gt;
[[File:RS2VIZHI.jpg|thumb|none|600px|The IZH-58 as seen in game.]]&lt;br /&gt;
[[File:RS2VIZHA.jpg|thumb|none|600px|Aiming the IZH-58.]]&lt;br /&gt;
[[File:RS2VIZHR.jpg|thumb|none|600px|Reloading the IZH after only firing one shot.]]&lt;br /&gt;
[[File:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|For comparision: Stevens 1960s SBS with the barrels sawed-off - 12 Gauge (Photoshopped).]]&lt;br /&gt;
[[File:RS2VSIZHI.jpg|thumb|none|600px|Sawed-off counterpart to the IZH.]]&lt;br /&gt;
[[File:RS2VSIZHA.jpg|thumb|none|600px|Aiming the sawed-off.]]&lt;br /&gt;
[[File:RS2VSIZHR.jpg|thumb|none|600px|Reloading the sawed-off by inserting two shells into the breech.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===AKM / Type 56 / Type 56-1===&lt;br /&gt;
Several AK-pattern rifles grouped under the &amp;quot;[[AK-47]]&amp;quot; classification are available to the Rifleman on the North Vietnamese side :&lt;br /&gt;
&lt;br /&gt;
- the [[AK-47#AKM|AKM]], with its fixed wood stock, 'bakelite' pistol grip, ribbed dust cover and open front sight ring. It accepts a Type II bayonet and is the most average of all the AK variants with relatively accurate fire, controllable full auto fire and overall good performance.&lt;br /&gt;
&lt;br /&gt;
- the [[AK-47#Norinco Type 56|Type 56]], that differs with its wood pistol grip, smooth dust cover, higher full auto fire rate and fully enclosed front sight ring. It also has integrated spike bayonet which can be unfolded. &lt;br /&gt;
&lt;br /&gt;
- the [[AK-47#Norinco Type 56|Type 56-1]] is the underfolding variant of the Type 56. It doesn't have a bayonet but can have the stock folded to make it more compact and less controllable. &lt;br /&gt;
&lt;br /&gt;
All three rifles come with three spare 30-round steel magazines. They can be fired in semi or fully-automatic, and while the fire selector is not animated and stays in the 'Safe' position, for some reason, the hand of the character actually moves down when switching to semi, and moves up when switching to fully-automatic. The rear sight of all the rifles are adjustable for elevation from 100m to 800m in 100-meters increments, which is correct for the Type 56 guns, but not for the AKM which should be able to go up to 1000m.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKM_holding.jpg|thumb|none|600px|Holding an AKM.]]&lt;br /&gt;
[[File:AKM affixing bayonet.jpg|thumb|none|600px|Affixing a Type II bayonet on the rifle.]]&lt;br /&gt;
[[File:AKM sights hue city.jpg|thumb|none|600px|Aiming with the AKM.]]&lt;br /&gt;
[[File:RS2 AKM (1).jpg|thumb|none|600px|Reloading the AKM.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:ChineseType56.jpg|thumb|none|400px|Norinco Type 56 (fixed stock variant) with under-folding bayonet (&amp;quot;pig sticker&amp;quot;) which was standard on PLA-issue Type 56s - 7.62x39mm]]&lt;br /&gt;
[[File:RS2VT56I.jpg|thumb|none|600px|The Norinco Type 56 in-game.]]&lt;br /&gt;
[[File:RS2VT56A.jpg|thumb|none|600px|Aiming the Type 56 reveals the Type 56 special fully hooded front sight.]]&lt;br /&gt;
[[File:RS2VT56R.jpg|thumb|none|600px|Reloading the Type 56 by removing the magazine out and rocking a new one in.]]&lt;br /&gt;
[[File:RS2 Type 56 (1).jpg|thumb|none|600px|Checking the magazine of the Type 56.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Type56S.jpg|thumb|none|400px|Norinco Type 56-1 (under-folding stock variant) - 7.62x39mm]]&lt;br /&gt;
[[File:Type 56-1 folding.jpg|thumb|none|600px|Folding the stock of the Type 56-1.]]&lt;br /&gt;
[[File:Type 56-1 firing.jpg|thumb|none|600px|Aiming with the stock folded.]]&lt;br /&gt;
[[File:RS2 Type 56-1 (1).jpg|thumb|none|600px|Pulling back the bolt during a reload.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-49===&lt;br /&gt;
The [[MAS-49]] was added to the game in Update 1.3 in 3 basic variants.&lt;br /&gt;
&lt;br /&gt;
- The standard variant with iron sights, available to scouts and many Early War classes.&lt;br /&gt;
&lt;br /&gt;
- The grenade launcher version, available to the Sapper which allows for the use of 6 HE Rifle Grenades.&lt;br /&gt;
&lt;br /&gt;
- And the Marksman version, which is fitted with an APX scope and is used by the Marksman.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAS-49-firstmodel.jpg|thumb|none|400px|MAS-49 - 7.5x54mm French]]&lt;br /&gt;
[[File:RS2MAS49.jpg|thumb|none|600px|The standard version of the MAS49 rifle.]]&lt;br /&gt;
[[File:RS2MAS49sights.jpg|thumb|none|600px|The iron sights.]]&lt;br /&gt;
[[File:RS2MAS49Reload1.jpg|thumb|none|600px|Like the M14, the MAS has a different reload animation for when the gun isn't empty. If so, then a stripper clip will be used to top the gun off.]]&lt;br /&gt;
[[File:RS2MAS49Reload2.jpg|thumb|none|600px|If the ammunition is depleted, then you change out the magazine.]]&lt;br /&gt;
[[File:RS2MAS49Reload3.jpg|thumb|none|600px|Pulling back the bolt.]]&lt;br /&gt;
[[File:RS2MAS49Scoped.jpg|thumb|none|600px|The Marksman's special scoped variant complete with period correct APX scope.]]&lt;br /&gt;
[[File:RS2MAS49Scoped2.jpg|thumb|none|600px|The scope's reticle.]]&lt;br /&gt;
[[File:RS2MAS49GrenadeLauncher.jpg|thumb|none|600px|Grenade launching spigot version. Grenade mounted.]]&lt;br /&gt;
[[File:RS2MAS49GrenadeLauncher2.jpg|thumb|none|600px|Insertion of blank cartridge.]]&lt;br /&gt;
[[File:RS2MAS49GrenadeLauncherAiming.jpg|thumb|none|600px|Deployment of the rifle. The range is dialed in by adjusting the grenade up and down on the spigot.]]&lt;br /&gt;
[[File:RS2MAS49GrenadeLauncherKaboom.jpg|thumb|none|600px|Grenade as it lands.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant M91/30===&lt;br /&gt;
The [[Mosin-Nagant M91/30]] is available to the North Vietnamese factions in both the standard and sniper rifle variants.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|400px|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[File:RS2VMNI.jpg|thumb|none|600px|The M91/30 with the correct straight bolt handle.]]&lt;br /&gt;
[[File:RS2VMNA.jpg|thumb|none|600px|The irons, a round globe and post out front, a sight leaf and notch in the rear.]]&lt;br /&gt;
[[File:RS2VMNB.jpg|thumb|none|600px|Operating the Mosin-Nagant's bolt.]]&lt;br /&gt;
[[File:RS2VMNR.jpg|thumb|none|600px|Reloading the Mosin Nagant with a 5-round stripper clip.]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|400px|Mosin Nagant M91/30 Sniper Rifle with Russian PU 3.5x sniper scope]]&lt;br /&gt;
[[File:RS2VSMNI.jpg|thumb|none|600px|The scoped variant of the M91/30, note the curved bolt handle to accommodate the scope.]]&lt;br /&gt;
[[File:RS2VSMNA.jpg|thumb|none|600px|The scope view, a post with two lines next to the point. The rather high placement of the reticle is accurate, although a later update allowed for a selectable option to have the reticle in the center of the scope like RO2.]]&lt;br /&gt;
[[File:RS2VSMNB.jpg|thumb|none|600px|Operating the curved bolt.]]&lt;br /&gt;
[[File:RS2VSMNR.jpg|thumb|none|600px|Reloading using singular cartridges.]]&lt;br /&gt;
&lt;br /&gt;
===SKS-45===&lt;br /&gt;
The [[SKS]] appears as a usable rifle to the PAVN/VC forces. A decent all-arounder rifle, the SKS is mostly used by classes who get either this or a shotgun so if you don't want to be angry Papa-san running around with his hunting gun, here you go.&lt;br /&gt;
[[Image:Simonov-Russian-SKS45.jpg|thumb|none|400px|Russian SKS - 7.62x39mm]]&lt;br /&gt;
[[File:RS2VSKSI.jpg|thumb|none|600px|The SKS as seen in-game.]]&lt;br /&gt;
[[File:RS2VSKSA.jpg|thumb|none|600px|Aiming the SKS.]]&lt;br /&gt;
[[File:RS2VSKSR.jpg|thumb|none|600px|Reloading the SKS by using a 10-round stripper clip. The non-dry reload will differ by having the soldier dump the spare rounds out, then lock the bolt back and feed in a new clip.]]&lt;br /&gt;
[[File:RS2 SKS (1).jpg|thumb|none|600px|Checking the ammo.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov===&lt;br /&gt;
The [[SVD Dragunov]] appears as another sniper rifle for the North Vietnamese forces; its semi-automatic operation and box magazines are key advantages over the scoped Mosin-Nagant.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[File:RS2VSVDI.jpg|thumb|none|600px|The SVD in-game.]]&lt;br /&gt;
[[File:RS2VSVDA.jpg|thumb|none|600px|Aiming down the PSO-1 scope, a fairly accurate render of the reticle, and one of the only guns with a sealed off sight picture, accounting for the rubber eyepiece.]]&lt;br /&gt;
[[File:RS2VSVDR.jpg|thumb|none|600px|Reloading the Dragunov by extracting the magazine.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Degtyaryov DP-28===&lt;br /&gt;
The [[DP-28]] from ''[[Red Orchestra 2: Heroes of Stalingrad|Red Orchestra 2]]'' returns as an available machine gun for the North Vietnamese forces.&lt;br /&gt;
[[Image:DP-28.jpg|thumb|none|400px|Degtyaryov DP-28 - 7.62x54mm R]]&lt;br /&gt;
[[File:RS2VDPI.jpg|thumb|none|600px|The DP-28 in-game model.]]&lt;br /&gt;
[[File:RS2VDPA.jpg|thumb|none|600px|The DP's sights, a notch and wings in front, and a leaf in the rear.]]&lt;br /&gt;
[[File:RS2VDPR.jpg|thumb|none|600px|Reloading by opening the bolt, swapping pans and inserting the fresh one.]]&lt;br /&gt;
&lt;br /&gt;
===Degtyaryov RP-46===&lt;br /&gt;
The [[Degtyaryov RP-46|RP-46]], the belt-fed version of the DP-28 was added in Update 1.3 as an alternative to either the RPD or DP-28. What it lacks in total ammo capacity and spare rounds is made up for by allowing high power belt fed covering fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:RP46.jpg|thumb|none|400px|RP-46 - 7.62x54mm R]]&lt;br /&gt;
[[File:RS2RP46.jpg|thumb|none|600px|The RP-46 in-game, the red headed step child between the DP and RPD rarely seen in games.]]&lt;br /&gt;
[[File:RS2RP46sights.jpg|thumb|none|600px|The sights are the same as the DP-28.]]&lt;br /&gt;
[[File:RS2RP46Reload1.jpg|thumb|none|600px|Reloading the RP-46 by opening the belt feed try and inserting a new belt.]]&lt;br /&gt;
[[File:RS2RP46Reload2.jpg|thumb|none|600px|Racking the bolt after closing the cover.]]&lt;br /&gt;
&lt;br /&gt;
===Degtyaryov RPD===&lt;br /&gt;
The [[RPD]] appears as the main light machine gun for the North Vietnamese forces, serving as a direct counterpart to the M60 with relatively controllable rate of fire and stability. It uses the 100-round drum by default, but a 200-round belt variant was added in Update 1.2.&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|400px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RS2VRPDI.jpg|thumb|none|600px|The RPD as seen in-game.]]&lt;br /&gt;
[[File:RS2VRPDA.jpg|thumb|none|600px|Aiming the RPD, similar sights to the AK.]]&lt;br /&gt;
[[File:RS2VRPDW.jpg|thumb|none|600px|Like the M60 and the other MG's in game, firing too long will cause the barrel to warp.]]&lt;br /&gt;
[[File:RS2VRPDR.jpg|thumb|none|600px|Reloading the RPD.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The iconic [[RPG-7]] appears as the main launcher for the North Vietnamese forces, coming with the launcher plus 3 rounds. While it must be aimed before you fire, it's effective against both ground targets and helicopters. The launcher features backblast as is realistic.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RS2VRPGS.jpg|thumb|none|600px|Like in Tripwire's other game [[Killing Floor 2]], the player cocks the hammer on the RPG off before firing.]]&lt;br /&gt;
[[File:RS2VRPGA.jpg|thumb|none|600px|Aiming the RPG-7.]]&lt;br /&gt;
[[File:RS2VRPGR.jpg|thumb|none|600px|Reloading the RPG-7 by inserting a rocket.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades and Explosives==&lt;br /&gt;
===MD-82 Mine===&lt;br /&gt;
The North Vietnamese Sapper class comes armed with 5 MD-82 antipersonnel mines which are a copy of the American [[M14 anti-personnel mine]].&lt;br /&gt;
&lt;br /&gt;
[[Image:M14Mine.jpg|thumb|none|400px|M14 anti-personnel mine with safety clip attached.]]&lt;br /&gt;
[[File:RS2MD82.jpg|thumb|none|600px|MD-82 in-game.]]&lt;br /&gt;
[[File:RS2MD82-1.jpg|thumb|none|600px|Deploying the MD-82.]]&lt;br /&gt;
[[File:RS2MD82-2.jpg|thumb|none|600px|Pulling the pin to arm the mine.]]&lt;br /&gt;
&lt;br /&gt;
===RGD-1 Smoke Grenade===&lt;br /&gt;
The Soviet RGD-1 Smoke Grenade appears as the North Vietnamese smoke grenade of choice, albeit only in white.&lt;br /&gt;
&lt;br /&gt;
[[File:RDG-1 Diagram.jpg|thumb|none|250px|RDG-1 smoke grenade diagram]]&lt;br /&gt;
[[File:RS2RGD-1.jpg|thumb|none|600px|The RGD-1 in-game.]]&lt;br /&gt;
[[File:RS2RGD-1-2.jpg|thumb|none|600px|Like the later pattern RGD-2, the RGD-1 is set off by removing the top cover and striking the top casing.]]&lt;br /&gt;
&lt;br /&gt;
===Type 67 Grenade===&lt;br /&gt;
The North Vietnamese forces use the Type 67 as their standard grenade, functioning around the same as the M61.&lt;br /&gt;
&lt;br /&gt;
[[Image:Type67Grenade.jpg|thumb|none|300px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[File:RS2Type67.jpg|thumb|none|600px|A Vietcong soldier shows us his handy Chinese potato masher.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted Weapons==&lt;br /&gt;
===DShK Heavy Machine Gun===&lt;br /&gt;
Several maps have [[DShK heavy machine gun]] mounted on tripod mounts for the North Vietnamese. Feeding from standard 50-round boxes, the DShK is used both for firing on infantry but especially for anti-air and anti-helicopter roles. A player-deployable version was added in Update 1.2.&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[File:RS2DSHk.jpg|thumb|none|600px|The DShk as seen in-game.]]&lt;br /&gt;
[[File:RS2DSHkFiring.jpg|thumb|none|600px|The sights of the DShk as it's firing.]]&lt;br /&gt;
[[File:RS2DSHkReload.jpg|thumb|none|600px|Opened top cover.]]&lt;br /&gt;
[[File:RS2DSHkReload3.jpg|thumb|none|600px|Operating the bolt after closing the top cover.]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Rising_Storm_2:_Vietnam&amp;diff=1300114</id>
		<title>Talk:Rising Storm 2: Vietnam</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Rising_Storm_2:_Vietnam&amp;diff=1300114"/>
		<updated>2019-10-10T00:42:12Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* No sarcastic or insulting Commentary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Beta &amp;quot;Review&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So, long story short, I was one of the 1.6 Beta testers for this game. And boy oh boy, is this game fun. -[[User:SeptemberJack|SeptemberJack]] ([[User talk:SeptemberJack|talk]]) 21:12, 30 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
:We need screenshots soon or the page looks like it will get nuked. --[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 22:05, 30 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Don't worry, I'm getting them right now and will post them soon. --[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 22:08, 30 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Okay, I think that's all the shots I've posted for now, and it looks almost complete! You're gonna need to fill in for the rest of the weapons. &lt;br /&gt;
::BTW credits to PC Gaming Videos (XSmasher4ya) for the video where I made the screen rips: https://www.youtube.com/watch?v=6fetrCc-FeM--[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 01:01, 31 May 2017 (EDT)&lt;br /&gt;
:::Appreciate that, but I think the page should eventually get proper in-game captures rather than from a Youtube video. I would get more but I can only run the game on rather meager settings.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 18:13, 21 June 2017 (EDT)&lt;br /&gt;
::I know that game screenshots with guns in different poses but same background count for the wiki, but they're still boring to look at. We need someone who has the full game to make some screenshots with more variety, preferably in action.--[[User:Mazryonh|Mazryonh]] ([[User talk:Mazryonh|talk]]) 18:02, 22 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
Frankly, did the Soviets supply shotguns to the Vietcong? It seems to me that this is far-fetched. Some older shotgun such as M1897 would be much more appropriate. --[[User:Slon95|Slon95]] ([[User talk:Slon95|talk]]) 18:16, 3 June 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:They technically addressed that minor issue in a recent update, where the IZh-58 was repainted black and just dubbed the &amp;quot;SxS shotgun&amp;quot;. Even if they hadn't, it's implied to be a farmer's personal hunting weapon given it's to classes like Scout. --[[User:PaperCake|PaperCake]] 18:29, 3 June 2019 (EST)  &lt;br /&gt;
&lt;br /&gt;
==M14==&lt;br /&gt;
I've read somewhere that the standard issue M14 had it's fire selector removed when issued out and only if you were selected to be an automatic rifleman would you actually have a select fire M14. --[[User:AdAstra2009|AdAstra2009]] ([[User talk:AdAstra2009|talk]]) 16:56, 31 May 2017 (EDT)&lt;br /&gt;
: I believe the selector was locked in semi for most people, I can't see how you remove it without messing up the gun somehow.--[[User:Mandolin|Mandolin]] ([[User talk:Mandolin|talk]]) 19:24, 31 May 2017 (EDT)&lt;br /&gt;
I looked it up and you are correct --[[User:AdAstra2009|AdAstra2009]] ([[User talk:AdAstra2009|talk]]) 21:57, 31 May 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Stoner 63==&lt;br /&gt;
During the war, some troops were issued with the Stoner 63, especially in LMG variant. Since the Vietnamese soldiers have access to the DP-28, it would be actually good to side the Stoner with, don't you think? --[[User:James Dalcan|James Dalcan]] ([[User talk:James Dalcan|talk]]) 14:15, 02 June 2017 (GMT)&lt;br /&gt;
:If I recall correctly, Stoner 63's were only given to Navy SEAL's in Vietnam, not regular old Army or Marines.--[[User:Aidoru|Aidoru]] ([[User talk:Aidoru|talk]]) 12:30, 2 June 2017 (EDT)&lt;br /&gt;
::Tripwire just added the Stoner 63A in KF2, so one would hope it comes to this game. They did have the MKb-42(H) in Red Orchestra 2, as well.--[[User:AgentGumby|AgentGumby]] ([[User talk:AgentGumby|talk]]) 16:25, 2 June 2017 (EDT)&lt;br /&gt;
:::I know the Navy use of Stoner got the most press, but I thought the Marines got a few as well?--[[User:Mandolin|Mandolin]] ([[User talk:Mandolin|talk]]) 17:11, 2 June 2017 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bushranger Update ==&lt;br /&gt;
&lt;br /&gt;
https://www.youtube.com/watch?v=kg7ZkKilkE0&lt;br /&gt;
http://steamcommunity.com/games/418460/announcements/detail/1470851782085432955&lt;br /&gt;
&lt;br /&gt;
As the title implies, this FREE DLC pack is going to add the Aussie forces as a playable faction into the game. New weapons include the L1A1 battle rifle and L2A1 light support weapon, the F1 and Owen submachine guns and the Browning Hi-Power pistol, and lots of cosmetic stuff are in as well. Now that's how DLC should be.&lt;br /&gt;
--[[User:MJ79|MJ79]] ([[User talk:MJ79|talk]]) 10:24, 29 November 2017 (EST)&lt;br /&gt;
:Awesome stuff! Apparently, the US will also get the XM177E1, and 3 new maps are getting added. Frankly, I'm hoping that the L1A1 will get some of its field-expedient modifications as options, such as the &amp;quot;matchstick&amp;quot; full-auto conversion, and the short-barreled variant, affectionately termed the &amp;quot;Bitch Gun&amp;quot;. Well, we'll see. You can always count on Tripwire to do some interesting things. [[User:Pyr0m4n14c|Pyr0m4n14c]] ([[User talk:Pyr0m4n14c|talk]]) 16:32, 29 November 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
I hope that they  continue with this faction dsl and do:&lt;br /&gt;
ARVN/CIDG with older us weapons garlands, m1/2 carbine, bar etc&lt;br /&gt;
Viet Song with older French and maybe Japanese weapons&lt;br /&gt;
Special forces/macv sog with stoner 63, hush puppy, Swedish k, AKs for us troops,xm148 and didn't the seals use some h&amp;amp;k g3s or hk33s in Vietnam.&lt;br /&gt;
--[[User:Insertjjs|Insertjjs]] ([[User talk:Insertjjs|talk]]) 21:39, 29 November 2017 (EST)&lt;br /&gt;
&lt;br /&gt;
== On my editing of weapons entries for this page ==&lt;br /&gt;
&lt;br /&gt;
Hey I'm rather new to this place and as such I'm not entirely sure this is the place to take something like this up so if it's an inappropriate place I will be happy to move this discussion wherever I'm directed. Nevertheless I have found the way this page is written in many instances isn't in accordance with the [[Rules, Standards and Principles]]''' in particular with:&lt;br /&gt;
 &lt;br /&gt;
===No page vandalism===&lt;br /&gt;
'''Vandalism of pages will get you banned - no warning ahead of time.'''  This means putting in obviously false or inflammatory information, removing the contents of an entire page or section or putting in gibberish or spam or threats or vulgar inappropriate content.  '''''Some members may put in semi-ridiculous comments like 'This gun rocks!' or 'This is my favorite gun'.'''''  Actions like these won't result in a ban, unless the person continues after multiple warnings.  Those types of comments are best left in the discussion pages which accompany every page on the site.&lt;br /&gt;
&lt;br /&gt;
As well as:&lt;br /&gt;
&lt;br /&gt;
===No sarcastic or insulting Commentary===&lt;br /&gt;
:Due to IMFDB's increasing role as a site of movie trivia research, '''''we are clamping down on commentary which may appear sarcastic, insulting or denigrating.'''''  Criticizing an actor's firing stance or snickering at them 'flinching' during blank fire is becoming increasingly frowned upon by IMFDB.  Pointing out how ridiculous a scene is due to mythical firearm ballistics, or lack of reloading, or lack of technical advisers can be done, but only in a non-insulting manner and only if it is relevant to increasing the public knowledge of the weapon and its proper usage.  '''''If one has to point out a flaw or mistake, please try to do it as scholarly and neutrally as possible.'''''  Using the old 'management axiom' &amp;quot;Praise in public, Criticize in Private&amp;quot;, we can move any casual discussions to the 'Discussions Pages', that is what they are there for.    Looking for movie still frames where an actor blinks or flinches (just to ridicule) is not necessary and brings down the professionalism of the site.&lt;br /&gt;
&lt;br /&gt;
'''Some examples of how I feel these rules are being broken are as follows:'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Reloading the gun and giving Charlie the finger.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The M3's sights are crude, but effective. '''Effective enough to get a good shot at this poor bastard's head anyways.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aiming the Owen SMG, '''everything's upside down in Australia, even the sights are on the wrong side.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Affixing the bayonet on the F1 '''because you can.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;A spooked Aussie does a quick brass check, showcasing that his gun is loaded and the game has water effects that do coat both characters and weapons in water.&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Moments later, he opens fire on an unfortunate MAT-49-wielding VC.''' The shotgun is actually being aimed here : it's a bit off-centre to reflect the lack of a buttstock to properly brace the gun.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Sighting up a particularly threatening wooden target, slightly harder as''' the steel repair bands block the front sight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I hope I don't need to mention any more smarmy and unnecessary comments about the firearms in the game. I have attempted to alter some of these instances but they are being undone by -[[User:PaperCake|PaperCake]]&lt;br /&gt;
&lt;br /&gt;
I will be clear I am not accusing of -[[User:PaperCake|PaperCake]] vandalism but I feel the way this page has been authored it does not seem to pass the scrutiny that the rules outline.&lt;br /&gt;
&lt;br /&gt;
:Eh. Vandalism is pushing it. I will say I was being incredibly rude to you by shutting down your edits and immediately undoing them, that was a bad knee jerk reaction to seeing the page edited and I do apologize. That being said, the professionalism bit is really vague nowadays. Most games like this have a light hearted tone, just read the H3VR page and that's what I was trying to do here by breaking up the same generic text blocks with something a little less painful to read. I can say you did do some good work trimming the fat on some of the more longwinded descriptions I put down, but my main issue was just the deletion of whole comments in-general.  --[[User:PaperCake|PaperCake]] 00:34, 9 October 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
::I would like to remind you I said I am not accusing you of vandalism but it appears to me the rule touches upon a bit more than just vandalism and as such the rule isn't particularly well named. I do realize that the game might have a light hearted tone but it appears to me especially with these two parts of the second above mentioned rule: &lt;br /&gt;
&lt;br /&gt;
:::&amp;quot;we are clamping down on commentary which may appear '''sarcastic, insulting''' or denigrating.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::As well as: &lt;br /&gt;
&lt;br /&gt;
:::'''If one has to point out a flaw or mistake, please try to do it as scholarly and neutrally as possible.'''&lt;br /&gt;
&lt;br /&gt;
::These two parts of the rule as well as the fact that this is an encyclopedia molded in the image of Wikipedia and the like that indeed ''&amp;quot;generic text blocks&amp;quot;'' as you put it are what these two additions aim to enforce. I am simply trying to come across as matter-of-fact and for lack of a better term ''robotic'' as possible, exactly as you would see on a Wikipedia page. I do agree with you however I don't think a screenshot should necessarily be left completely blank, I certainly would prefer that they at least had some type of caption, I was mostly intending to go through what seemed inappropriate first and then I had planned to go through to fill in where I left blanks. [[User:DevaKitty|DevaKitty]] ([[User talk:DevaKitty|talk]]) 00:50, 9 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Reminder noted. Matter-of-fact isn't necessarily a bad thing, but I find the longer a page gets the more mind numbing they become. Again, apologies for stepping on your fingers last night, by all means go through the page and I'll amend it so we balance each other out on this issue. --[[User:PaperCake|PaperCake]] 13:35, 9 October 2019 (EST)&lt;br /&gt;
&lt;br /&gt;
:::It's worth noting that I made noise about that rule in the past and was told it didn't really apply to video game pages. --[[User:Tamarin88|Tamarin88]] ([[User talk:Tamarin88|talk]]) 17:42, 9 October 2019 (EDT)&lt;br /&gt;
:::: There's being light and fun, and then there's being straight-up tacky, which I think this page previously leaned more toward. Several remarks were in rather bad taste, I think. While I get breaking the monotony and all, it can be overdone and/or badly done. And I'd rather have a dry page than one ripe with poorly-done trash talk. But that's me. That said, the professionalism standard isn't one set in stone, but it doesn't mean go nuts either. As always use your best judgment. [[User:StanTheMan|StanTheMan]] ([[User talk:StanTheMan|talk]]) 19:10, 9 October 2019 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::Oh yeah it appears I got a couple things to learn, sorry to have spammed up the edit history with small edits, I will do all the edits in one instance from now and just save them after the fact. [[User:DevaKitty|DevaKitty]] ([[User talk:DevaKitty|talk]]) 20:42, 9 October 2019 (EDT)&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Rising_Storm_2:_Vietnam&amp;diff=1300113</id>
		<title>Rising Storm 2: Vietnam</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Rising_Storm_2:_Vietnam&amp;diff=1300113"/>
		<updated>2019-10-10T00:36:03Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* AKM / Type 56 / Type 56-1 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Rising Storm 2: Vietnam&lt;br /&gt;
|picture   = RS2 logo.jpg&lt;br /&gt;
|date      = May 30, 2017&lt;br /&gt;
|developer = Antimatter Games&amp;lt;br&amp;gt;Tripwire Interactive&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|series    =&lt;br /&gt;
|platforms = PC&lt;br /&gt;
|genre     = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The direct sequel to ''[[Red Orchestra 2: Rising Storm]]'', '''''Rising Storm 2: Vietnam''''' brings the intense tactical realism of Tripwire Interactive's ''Red Orchestra'' series into the the Vietnam War, at the height of American involvement, with the notable continuation of asymmetrical faction elements from the previous title (such as the helicopters and air support of the American forces versus the tunnel spawn system of the Vietnamese forces). Both the United States Army and Marine Corps are present in levels based on their respective battles of the war, fighting against either the National Liberation Front (Viet Cong) or the People's Army of Vietnam (North Vietnamese Army). A new feature of this title is the ability for the player to customize the personal appearance of their in-game character, differentiated between the five factions and the additional helicopter pilot class of the US forces.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Rising Storm 2: Vietnam (2017)'''''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Weapons of the US Army, USMC, ARVN and the Australian Army=&lt;br /&gt;
==Sidearms==&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
As with the previous title, the [[M1911_pistol_series#M1911A1|Colt M1911A1]] is available as a sidearm to most classes in the US forces as well as the ARVN, with the exception of the Grunt, and the Radioman and Combat Engineer on some maps. The Australian Commander class can also use it. It comes with two spare 7-round magazines.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:M1911A1 holding.jpg|thumb|none|600px|Holding the Colt with one hand.]]&lt;br /&gt;
[[File:M1911 brass check.jpg|thumb|none|600px|Like with many weapons in the game, the player character performs a brass check when the reload key is hit if the magazine is full.]]&lt;br /&gt;
[[File:M1911A1 shooting2.jpg|thumb|none|600px|Firing the pistol at a VC Machine Gunner.]]&lt;br /&gt;
[[File:M1911A1 reloadingfromempty.jpg|thumb|none|600px|Reloading the gun.]]&lt;br /&gt;
&lt;br /&gt;
===M1917 Revolver===&lt;br /&gt;
Added in the 1.03 update, the [[M1917 Revolver]] is an alternative to the 1911 pistol for South Vietnamese forces issued with a sidearm. It is fired in double-action mode with a significantly long trigger pull and poor accuracy, but the hammer can also be cocked manually before each shot to eliminate the delay and the accuracy penalty. The revolver is loaded using two half-moon clips, and comes with 6 spares for a total of the 3 reloads from empty. It cannot be reloaded if less than three rounds have been fired; the player character never ejects a clip if there are still rounds on it, so if 3 to 5 rounds have been fired, he only ejects the half-moon clip with the spent rounds on it by keeping the other one in place with his palm, and one loaded half-moon clip is placed inside the cylinder. If all the rounds have been fired, both clips are ejected and two new ones are put in place.&lt;br /&gt;
[[File:S&amp;amp;W-Model-1917.jpg|thumb|none|350px|M1917 Revolver - .45 ACP. This is the S&amp;amp;W model with the ejector rod socket, just like the in-game version.]]&lt;br /&gt;
[[File:M1917 holding.jpg|thumb|none|600px|The M1917 being held.]]&lt;br /&gt;
[[File:M1917 partial reload.jpg|thumb|none|600px|The reload sequence when 3 to 5 rounds have been fired : the clip with the spent rounds is ejected, while the other is kept in place manually.]]&lt;br /&gt;
[[File:M1917 cocking the hammer.jpg|thumb|none|600px|The hammer can be cocked manually to fire the revolver in single-action mode, which gives an accuracy boost.]]&lt;br /&gt;
&lt;br /&gt;
===Browning Hi-Power===&lt;br /&gt;
Added in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[Browning Hi-Power]] is a standard issue pistol of the Australian Army, complete with 13 round magazines and a fully adjustable rear sight. Reliable damage plus relatively low recoil and mags double the size of most of the other handguns on offer make this a popular backup for anyone playing Aussies.&lt;br /&gt;
[[File:Browning-HP-P35.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:RS2V HiPower Idle.jpg|thumb|none|600px|A GI takes some Bogan firepower to the range.]]&lt;br /&gt;
[[File:RS2V HiPower Aim.jpg|thumb|none|600px|Aiming the Hi-Power with the early pattern adjustable rear sights. And yes, you can adjust it out to 500 meters.]]&lt;br /&gt;
[[File:RS2V HiPower Reload.jpg|thumb|none|600px|Reloading the Browning Hi-Power.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] was added as the standard-issue SMG for the ARVN faction in the 1.08 ARVN Update.  It comes with 30-round box magazines and can be switched between semi and full-auto fire modes. The M1A1's mostly comparable to the VC's MAT-49, a high rate of fire SMG but still relatively controllable and useful at sweeping through rooms at close quarters. The only real con I can give this one is that it suffers from the same overall low amount of spare mags that effects every SMG in the game.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:RS2 thompson idle.jpg|thumb|none|600px|A GI takes some Starvin ARVN toys to the range.]]&lt;br /&gt;
[[Image:RS2 thompson ironsights.jpg|thumb|none|600px|Aiming the Thompson, you can use the top notch sight for 150+ meter shots.]]&lt;br /&gt;
[[Image:RS2 thompson brasscheck.jpg|thumb|none|600px|Like all the weapons in the game you can check the remaining ammunition. Unfortunately, the bullets are static and do not visibly deplete unless the magazine is fully empty.]]&lt;br /&gt;
[[Image:RS2 Thompson reload.jpg|thumb|none|600px|Reloading which looks similar to the brass check. The M1A1's bolt hold open is both rendered in-game and partially to blame.]]&lt;br /&gt;
&lt;br /&gt;
===M3A1 Grease Gun===&lt;br /&gt;
The [[M3 / M3A1 &amp;quot;Grease Gun&amp;quot;|M3A1 Grease Gun]] is available to the Pointman, Combat Engineer, and Commander classes. It is issued with 3 spare magazines, and its wire stock can be collapsed for added maneuvrability in tight spaces which, naturally, also decreases accuracy. The Grease Gun is an entertainingly fun SMG which benefits greatly from its slow rate of fire, making it effective at close to medium range.&lt;br /&gt;
[[File:Grease3 2.jpg|thumb|none|400px|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:M3A1 holding.jpg|thumb|none|600px|Carefully moving onto the objective with the Grease Gun in hand.]]&lt;br /&gt;
[[File:M3A1 sights.jpg|thumb|none|600px|The M3's sights are crude, but effective.]]&lt;br /&gt;
[[File:M3A1 Grease Gun collapsible stock.jpg|thumb|none|600px|Pulling on the rudimentary 'buttplate' of the stock to extend it.]]&lt;br /&gt;
[[File:M3A1 reload.jpg|thumb|none|600px|Pulling the bolt back at the end of a reload. [[Fury (2014)|Now you killin'.]]]]&lt;br /&gt;
&lt;br /&gt;
===Owen Submachine Gun===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[Owen Submachine Gun]] is available to the Australian Scout and Radioman. Like the M1A1, the Owen's mostly comparable to the VC's choice in SMG's. A fast firing, relatively accurate and somewhat controllable gun for sweeping through trench lines.&lt;br /&gt;
[[File:Owen-gun 400.jpg|thumb|none|400px|Owen Mk I Submachine Gun - 9x19mm.]]&lt;br /&gt;
[[File:RS2V Owen Idle.jpg|thumb|none|600px|An American soldier gets some trigger time with the Owen.]]&lt;br /&gt;
[[File:RS2V Owen Aim.jpg|thumb|none|600px|Aiming the Owen SMG with it's unusual sights.]]&lt;br /&gt;
[[File:RS2V Owen Reload.jpg|thumb|none|600px|Reloading the Owen SMG starts with a swap of the magazines...]]&lt;br /&gt;
[[File:RS2V Owen Reload2.jpg|thumb|none|600px|Before ending it with a swift tug of the rear-mounted charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===F1 Submachine Gun===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[F1 SMG|F1 Submachine Gun]] is available to the Australian Scout, Combat Engineer and Commander. While it might seem useless in comparison with it's WWII counterpart, the F1's got a much slower rate of fire over the Owen meaning it's easier to control and keep on target in combat. Plus it comes with a bayonet. &lt;br /&gt;
[[File:F1_SMG.jpg|thumb|none|400px|F1 Submachine Gun - 9x19mm.]]&lt;br /&gt;
[[File:RS2V F1 Idle.jpg|thumb|none|600px|Backwards Owen Gun, backwards Sterling, it's just how it works.]]&lt;br /&gt;
[[File:RS2V F1 Aim.jpg|thumb|none|600px|Aiming, despite the sight being this high, this is still a perfect battle zero.]]&lt;br /&gt;
[[File:RS2V F1 Reload.jpg|thumb|none|600px|Reloading by first removing the spent mag.]]&lt;br /&gt;
[[File:RS2V F1 Reload2.jpg|thumb|none|600px|Before pulling the charging handle.]]&lt;br /&gt;
[[File:RS2V F1 Bayonet.jpg|thumb|none|600px|Affixing the bayonet on the F1.]]&lt;br /&gt;
[[File:RS2 F1 (1).jpg|thumb|none|600px|Like all the other small arms you can use the ammo check feature.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Ithaca Model 37===&lt;br /&gt;
The 12-gauge [[Ithaca 37]] pump-action shotgun, used extensively by South Vietnamese in Vietnam, is available to the Pointman and Combat Engineer classes. It comes in three distinct variants :&lt;br /&gt;
&lt;br /&gt;
- the full-size Trench Gun sports wooden furniture, a heat shield, and a bayonet lug which can mount a standard M7 bayonet. It holds 5 shells. The most controllable and simple of all the Ithaca variants, easy to use and easy to run around with in-general.&lt;br /&gt;
&lt;br /&gt;
- the 'Stakeout' Riot Gun is a handier variant, with a pistol grip and no buttstock, that also recoils a lot harder. Note that it isn't an actual 'Stakeout' model : it has a standard 20-inch barrel instead of the shortened 13-inch barrel. A handy shotgun for close quarters maps like Hue City, the Riot Gun's main problem is the lack of an ability to aim down the barrel which is somewhat compensated by the faster ADS time and better maneuverability.&lt;br /&gt;
&lt;br /&gt;
- the 'Duckbill' Conversion is fitted with an extended magazine tube that holds 8 shells, and a muzzle attachment that spreads out fired pellets in a wide, horizontal pattern. While it seems a tad redundant, the Duckbill does have some utility in that it can funnel your shot into a much easier to gauge spread meaning you're less likely to accidentally hit allies with stray pellets. Useful for close quarters maps and areas with pillboxes where a horizontal spread of shot will wipe out whoever is inside.&lt;br /&gt;
&lt;br /&gt;
Both the Trench and Riot Guns are issued with 35 shells of either 00 Buckshot (8 large pellets) or No.4 Buckshot (16 smaller pellets) : the former packs more punch, while the latter increases hit probability at extended ranges because of the sheer number of projectiles. The 'Duckbill' Conversion on the other hand comes with 32 shells of No.4 Buckshot only, to get the most out of its muzzle attachement. It is worth to note that the reload sequence for all the available Model 37 variants is performed incorrecty. When reloading from empty, the player character always puts one shell too many in the magazine tube (5 when there should be 4 for the Trench and Riot Guns, 8 when there should be 7 in the 'Duckbill' Conversion), and does so while the bolt is back so when he racks the action forward, there should be no round in the chamber. And when topping off the magazine tube, he racks the action backward before filling up the magazine tube, which is not only unnecessary but also counter-productive as it ejects an unfired shell.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|400px|Ithaca 37 Trench Gun, as issued to US troops in Vietnam.]]&lt;br /&gt;
[[File:Ithaca 37 holding.jpg|thumb|none|600px|The Ithaca 37 Trench Gun as seen in first-person.]]&lt;br /&gt;
[[File:Ithaca 37 loading.jpg|thumb|none|600px|Filling up the Ithaca with 00 Buckshot.]]&lt;br /&gt;
[[File:Ithaca 37 bead.jpg|thumb|none|600px|The sighting system is a simple front bead.]]&lt;br /&gt;
[[File:Ithaca 37 bayonet.jpg|thumb|none|600px|Affixing an M7 bayonet to the Trench Gun. This version of the Ithaca 37 is the only shotgun in the game with this feature.]]&lt;br /&gt;
[[File:Ithaca37.jpg|thumb|none|400px|Ithaca 37 with &amp;quot;Stakeout-style&amp;quot; synthetic pistol grip and forend but a standard 20&amp;quot; barrel. Not unlike the game's Riot Gun.]]&lt;br /&gt;
[[File:Ithaca 37 Stakeout handy for close encounters.jpg|thumb|none|600px|Using the ammo check feature, you get a good view on the underside of the in-game model.]]&lt;br /&gt;
[[File:Ithaca 37 Stakeout blasting away.jpg|thumb|none|600px|Firing the Stakeout Riot Gun. The shotgun is actually being aimed here : it's a bit off-centre to reflect the lack of a buttstock to properly brace the gun.]]&lt;br /&gt;
[[File:IthacaExtMagTub straight.jpg|thumb|none|400px|Ithaca 37 with 7-round magazine tube, similar to the in-game 'Duckbill' Conversion only without the muzzle attachment.]]&lt;br /&gt;
[[File:Ithaca 37 duckbill muzzle.jpg|thumb|none|600px|First-person look at the muzzle attachment]]&lt;br /&gt;
[[File:Ithaca 37 duckbill 20m.jpg|thumb|none|600px|Demonstrating the relative effectiveness of the 'duckbill' attachment on the training range. Targets 2 meters apart are both hit at 20 meters distance.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
&lt;br /&gt;
===M1/M2 Carbines===&lt;br /&gt;
The [[M1 Carbine]] and its fully-automatic variant the [[M2 Carbine]] were added in update 1.07.  The M1 Carbine is available to Northern Sappers and Riflemen on some maps and comes with 15-round magazines and a well-worn appearance, while the M2 is available as an alternative primary for US Grenadiers as well as the ARVN Pointman and Rifleman and comes with 30-round magazines and can be toggled between semi-auto and full-auto. The M1 and M2 Carbines are best utilized at close to medium range. The M2 is also a good weapon for very close quarters as the .30 Carbine cartridge is more powerful than any of the SMGs on offer.&lt;br /&gt;
[[Image:M1c.jpg|thumb|450px|none|M1 Carbine (Post-War) - .30 Carbine]]&lt;br /&gt;
[[Image:RS2 carbine idle.jpg|thumb|none|600px|First, the VC special M1 Carbine, given the wear and tear, it's likely a well used battlefield capture.]]&lt;br /&gt;
[[Image:RS2 carbine ironsights.jpg|thumb|none|600px|Due to the steel repair bands, the sights are somewhat obscured.]]&lt;br /&gt;
[[Image:RS2 carbine brasscheck.jpg|thumb|none|600px|Checking the M1 Carbine's 15-round magazine.]]&lt;br /&gt;
[[Image:RS2 carbine reload.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[Image:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 Carbine]]&lt;br /&gt;
[[Image:RS2 M2 idle.jpg|thumb|none|600px|The US/ARVN special M2 Carbine, without the M1's repairs.]]&lt;br /&gt;
[[Image:RS2 M2 ironsights.jpg|thumb|none|600px|The M2's unobstructed ironsights.]]&lt;br /&gt;
[[Image:RS2 M2 Brasscheck.jpg|thumb|none|600px|The M2 as opposed to the M1 is loaded with 30-round magazines.]]&lt;br /&gt;
[[Image:RS2 M2 reload.jpg|thumb|none|600px|Reloading the M2. The bolt being open is partially correct, the 30 rounders do hold the bolt open but only when the mag is in the gun, a later update fixed this.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] has been added as the main rifle of the ARVN. The M1D variant is also used by the ARVN as their standard issue sniper rifle. The M1 Garand balances itself nicely against the more modern weapons favored by the PAVN and NLF, however the .30-06's power means that you have better overall accuracy, more power and a faster reload than most of their weapons. As for the M1D, it's an adequate sniper rifle with more flexibility as you can easily swap over to irons sights.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|400px|M1 Garand semiautomatic Rifle with leather M1917 sling - .30-06]]&lt;br /&gt;
[[Image:RS2 garand idle.jpg|thumb|none|600px|M1 Garand as seen in-game.]]&lt;br /&gt;
[[Image:RS2 garand ironsights.jpg|thumb|none|600px|The iron sights, slightly too high and big but better than most.]]&lt;br /&gt;
[[Image:RS2 garand brasscheck.jpg|thumb|none|600px|Ammo check.]]&lt;br /&gt;
[[Image:RS2 garand reload.jpg|thumb|none|600px|Much like [[Red Orchestra 2: Rising Storm|the first game]], when reloading mid-magazine, the character will pull back the bolt back to eject the en-bloc before inserting a new one.]]&lt;br /&gt;
[[Image:M1DGarand.jpg|thumb|none|400px|M1D Sniper Variant with M84 scope - .30-06]]&lt;br /&gt;
[[Image:RS2 M1D idle.jpg|thumb|none|600px|Holding the M1D variant with a stock made of paler wood.]]&lt;br /&gt;
[[Image:RS2 M1D ironsights.jpg|thumb|none|600px|The M1D's sights, the exact same as it's M1 counterpart.]]&lt;br /&gt;
[[Image:RS2 M1D scope.jpg|thumb|none|600px|Scoped in to the M84 Scope, a single post and windage line. The M1D definitely trades range for versatility.]]&lt;br /&gt;
&lt;br /&gt;
===M16A1 Assault Rifle===&lt;br /&gt;
The [[M16A1]] is the assault rifle of the US Rifleman as well as the ARVN Pointman. It comes with seven spare 20-round magazines that actually hold 18 (a common practice to avoid magazine-related malfunctions), accepts a bayonet, and both the short-range and long-range apertures are usable. The M16 is one of the most effective weapons in the game. &lt;br /&gt;
[[File:M16A1.jpg|thumb|none|400px|M16A1 with 20 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:M16A1 selector that actually works.jpg|thumb|none|600px|Holding an M16.]]&lt;br /&gt;
[[File:M16A1 firing.jpg|thumb|none|600px|M16 sights slightly off center right after firing.]]&lt;br /&gt;
[[File:M16A1 bayonet.jpg|thumb|none|600px|Like most other rifles in the game, you can mount a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
===M14 Rifle===&lt;br /&gt;
The [[M14]] rifle is a large-caliber alternative to the M16 for US Grunts and Radiomen, and is the only rifle available to the Commander role. It is capable of mounting a bayonet, and is issued with five spare 20-round magazines that can be topped off using 5-round stripper clips. Its rear sight can be adjusted for elevation through five settings, from 91 meters all the way up to 457 meters (100 to 500 yards). Although the real-life M14 is select-fire, the in-game version can only be fired in semi-automatic mode (as was common practice during the Vietnam conflict).&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|400px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2 M14 (1).jpg|thumb|none|600px|Overlooking Hill 937 with the M14.]]&lt;br /&gt;
[[File:RS2 M14 (2).jpg|thumb|none|600px|M14 iron sights.]]&lt;br /&gt;
[[File:RS2 M14 (7).jpg|thumb|none|600px|Opening the bolt to check the ammo.]]&lt;br /&gt;
[[File:RS2 M14 (4).jpg|thumb|none|600px|Locking the bolt back in the &amp;quot;topping-off&amp;quot; animation. Similar to [[Battlefield 1]], the character uses his hand to keep the chambered round from ejecting, unlike other weapons in the game and  the previous titles.]]&lt;br /&gt;
[[File:RS2 M14 (5).jpg|thumb|none|600px|Loading with a 5-round stripper clip.]]&lt;br /&gt;
[[File:RS2 M14 (6).jpg|thumb|none|600px|Inserting the twenty-round box magazine in the normal reload.]]&lt;br /&gt;
[[File:RS2 M14 (8).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
[[File:RS2 M14 (3).jpg|thumb|none|600px|Affixing the bayonet on the M14.]]&lt;br /&gt;
&lt;br /&gt;
===XM177E1===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[M16_rifle_series#Colt_XM177.2FCAR-15.2FCommando_Series|XM177E1]] is available to the US Army. The player can adjust the length of the stock which makes the iron sight picture larger and makes the weapon more compact at a cost of controllability on full-auto. The XM177 bridges the gap between the full size M16A1 and the Grease Gun in a very good way, allowing the same power and relative accuracy of the M16 in a size thats useful for tight trenches and tunnels as well as cities.&lt;br /&gt;
[[File:Colt 609-XM1771E1.jpg|thumb|none|400px|Colt Model 609 aka U.S. Army's XM177E1 - 5.56x45mm.]]&lt;br /&gt;
[[File:RS2V XM177E1 Idle.jpg|thumb|none|600px|In-game first-person model.]]&lt;br /&gt;
[[File:RS2V XM177E1 Aim.jpg|thumb|none|600px|Aiming the XM177E1, using the sights with the stock collapsed brings these to almost fill the screen.]]&lt;br /&gt;
[[File:RS2V XM177E1 Reload.jpg|thumb|none|600px|Reloading the XM177E1.]]&lt;br /&gt;
&lt;br /&gt;
===L1A1 SLR===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[FN_FAL#L1A1|L1A1 SLR]] is available to the Rifleman, Grenadier, Radioman, and Commander classes of the Australian Army. Besides different animations and fire sounds, the L1A1 is mostly comparable to the American M14 with a few caveats. It has a bigger sight picture, slightly faster reloads and fires faster in semi-auto.&lt;br /&gt;
[[File:C1A1.jpg|thumb|none|400px|L1A1 SLR - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:RS2V L1A1 Idle.jpg|thumb|none|600px|The L1A1 in first-person.]]&lt;br /&gt;
[[File:RS2V L1A1 Aim.jpg|thumb|none|600px|Aiming the L1A1 with it's simple winged post and rear aperture set up.]]&lt;br /&gt;
[[File:RS2V L1A1 Reload1.jpg|thumb|none|600px|Reloading by rocking in a mag, revealing that this is a British L1A1 and not an Aussie by the 2 vent hole handguard.]]&lt;br /&gt;
[[File:RS2V L1A1 Reload2.jpg|thumb|none|600px|Pulling back the bolt with the collapsing charging handle.]]&lt;br /&gt;
[[File:RS2V L1A1 Bayonet.jpg|thumb|none|600px|Affixing the bayonet on the L1A1.]]&lt;br /&gt;
&lt;br /&gt;
===XM21 Sniper Weapon System===&lt;br /&gt;
The [[M21#M21.2FM25_Sniper_Weapon_System|XM21]] rifle is available to the US Army Marksman. It comes in two variants :&lt;br /&gt;
&lt;br /&gt;
- the Standard variant is a regular M14 fitted with an AR TEL scope.&lt;br /&gt;
&lt;br /&gt;
- the Suppressed variant (added as part of the August 2017 1.03 update) which is fitted with a sound suppressor instead of the standard flash hider, and fires subsonic ammunition, which means that it's action has to be manually operated after each shot, since the lower power ammunition can't cycle the bolt. Alternatively the gas system might have been cut off by the user to avoid the action noise and make the rifle as quiet as possible. The lower velocity ammunition also means constantly changing the zero is neccessary.&lt;br /&gt;
&lt;br /&gt;
Both rifles come with an AR TEL scope with six magnification setting from 3x to 9x. Each magnification setting also has its own zero setting (the higher the magnification, the higher the zero distance), and it is different for the two rifles because of the different ammunition they fire. The Standard variant starts off at 100m and can get to 700m in 100m increments, while the Suppressed variant begins at 50m and can get to 200m in 25m increments. They also have an alternate aiming mode for close range where the player looks over the scope and uses the dials as impromptu sights.&lt;br /&gt;
Both rifles come with 3 spare 20-round magazines.&lt;br /&gt;
[[Image:Xm21rifle.jpg|thumb|none|400px|M21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:XM21 holding.jpg|thumb|none|600px|First-person view of the Standard variant.]]&lt;br /&gt;
[[File:XM21 covering.jpg|thumb|none|600px|Aiming the rifle, showing the scope crosshairs.]]&lt;br /&gt;
[[File:XM21 alternate.jpg|thumb|none|600px|The alternate aiming mode.]]&lt;br /&gt;
[[File:XM21 suppressed2.jpg|thumb|none|600px|The Suppressed variant. As shown here, the action has to be operated manually after each shot to eject spent casings.]]&lt;br /&gt;
&lt;br /&gt;
===M40 Sniper Rifle===&lt;br /&gt;
The [[M40 Sniper Rifle]] is issued to the USMC Marksman with the equivalent of six stripper clips of spare ammunition, for a total of 30 spare rounds. Its distinctively-finished Redfield scope is elevation-adjustable through 6 settings, from 90 to 550 meters (100 to 600 yards), However, unlike the actual scope, it is not adjustable for magnification but locked to 3x. This means the scope's rangefinder doesn't work even though the necessary reticule markings are correctly featured (see pictures for detailed explanation). The scope also covers up the feeding/ejection port so the M40 must be reloaded with individual rounds. The M40 is mostly comparable to the VC's M91/30, a slower but more precise sniper rifle except this one doesn't have any backup iron sights.&lt;br /&gt;
[[File:M40 1.jpg|thumb|none|400px|M40 sniper rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2VM40I.jpg|thumb|none|600px|The M40 in first-person.]]&lt;br /&gt;
[[File:M40 scope2.jpg|thumb|none|600px|The Redfield Scope at the range, a simple cross hair with a mix of markings mostly related to figuring out target range while scoped.]]&lt;br /&gt;
[[File:RS2VM40B.jpg|thumb|none|600px|Operating the bolt after firing.]]&lt;br /&gt;
[[File:RS2VM40R.jpg|thumb|none|600px|Inserting singular rounds since the scope prevents the use of a stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
&lt;br /&gt;
===M1918 Browning Automatic Rifle===&lt;br /&gt;
The [[Browning Automatic Rifle]] has been added as the main light machine gun of the ARVN forces. The gun is outdated compared to the VC's DP-28 or RPD.&lt;br /&gt;
[[Image:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06.]]&lt;br /&gt;
[[File:RS2BAR.jpg|thumb|none|600px|The M1918A2 in-game, with it's bipod collapsed.]]&lt;br /&gt;
[[File:RS2BARSights.jpg|thumb|none|600px|The BAR's sights, an open U notch close up and an aperture at range.]]&lt;br /&gt;
[[File:RS2BARSelectorswitch.jpg|thumb|none|600px|The BAR's rate of fire is selectable between the slow and fast. Note the bipod is deployed in this picture.]]&lt;br /&gt;
[[File:RS2BARReload1.jpg|thumb|none|600px|Reloading the 20-round box mag.]]&lt;br /&gt;
[[File:RS2BARReload2.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===M1919A6 Browning Machine Gun===&lt;br /&gt;
The [[Browning M1919A6]] has been added as the main medium machine gun for the ARVN forces, as their counterpart to the M60. The M1919A6 is the most appropriate LMG in the game in terms of sheer volume of fire. With two whole 150 round belts plus a relatively controllable rate of fire especially when on the bipod, the M1919 is the gun in the game most suited for sustained fire.&lt;br /&gt;
[[Image: 1919A6_postWW2.jpg|thumb|none|400px|M1919A6, post-WWII manufacture with conical muzzle booster - .30-06 Springfield]]&lt;br /&gt;
[[File:RS2M1919-1.jpg|thumb|none|600px|The M1919A6 with it's parkerized finish.]]&lt;br /&gt;
[[File:RS2M1919Sights.jpg|thumb|none|600px|The sights, with the same U notch/Aperture setup as the BAR.]]&lt;br /&gt;
[[File:RS2M1919Reload.jpg|thumb|none|600px|Reloading by opening the top cover and removing the belt.]]&lt;br /&gt;
[[File:RS2M1919Reload2.jpg|thumb|none|600px|Replacing the belt and charging the handle.]]&lt;br /&gt;
&lt;br /&gt;
===M60 GPMG===&lt;br /&gt;
The [[M60]] is the main machine gun of the American forces, and only available to the Machine Gunner. &amp;quot;The Pig&amp;quot; is issued with either three 100-round belt boxes, or a single 200-round belt of 7.62x51mm ammunition, with one in five a tracer. Its rear leaf sight is adjustable for elevation in 100-meter increments, from 400m to 1100m. It also has a bipod usable when prone or behind cover. With a relatively controllable rate of fire, decent stability and easy to read sights, It is flexible enough to be useful for use with either the bipod or off-hand in a more mobile role.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|400px|M60 machine gun with bipod extended - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2VM60I.jpg|thumb|none|600px|The M60 loaded with a 100-round box.]]&lt;br /&gt;
[[File:RS2VM60A.jpg|thumb|none|600px|Aiming the M60 through the adjustable post and leaf.]]&lt;br /&gt;
[[File:RS2VM60W.jpg|thumb|none|600px|Like Red Orchestra games prior, firing a sustained burst for too long can damage the barrel, warping it which decreases accuracy drastically.]]&lt;br /&gt;
[[File:RS2VM60R.jpg|thumb|none|600px|Reloading by opening the top cover and replacing the box.]]&lt;br /&gt;
&lt;br /&gt;
===L2A1===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[FN_FAL#L1A1|L2A1 machine gun]] is available to the Australian Machine Gunner and is outfitted with a foregrip/bipod hybrid. With the bipod down and mounted, it's a fairly efficient LMG only hampered by the 30-round magazine size, but has the ability to change between semi-auto and full auto.&lt;br /&gt;
[[Image:L2A1.jpg|thumb|none|400px|L2A1 with 30-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2V L2A1 Idle.jpg|thumb|none|600px|Contrary to the incorrect British issue L1A1, the L2A1 is correctly depicted as an Australian production.]]&lt;br /&gt;
[[File:RS2V L2A1 Aim.jpg|thumb|none|600px|L2A1 iron sights.]]&lt;br /&gt;
[[File:RS2V L2A1 Reload.jpg|thumb|none|600px|Reloading the L2A1 is similar to the normal L1A1.]]&lt;br /&gt;
[[File:RS2V L2A1 Bipod.jpg|thumb|none|600px|Unfolding the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers and Flamethrowers==&lt;br /&gt;
===M79 Grenade Launcher===&lt;br /&gt;
The [[M79]] &amp;quot;Thumper&amp;quot; Grenade Launcher is the only explosive launcher available to the US forces. A variety of 40x46mm ammunition is available for different situations : 6 rounds of High-Explosive and 2 rounds of masking smoke, 6 rounds of HE and another 6 rounds of Buckshot, or simply 9 HE grenades. The HE rounds have a realistic arming distance of about 15 meters : within this range, they won't explode if they hit their target, or a barrier. Unexploded 40mm rounds still so damage, and can kill with a well-placed shot : managing this will earn the player the 'Thumper' achievement. Finally, the M79's rear sight is adjustable for elevation from 50 to 300 meters, in 25 meters increments.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:RS2VM79I.jpg|thumb|none|600px|M79 in-game.]]&lt;br /&gt;
[[File:RS2VM79A.jpg|thumb|none|600px|Aiming the M79, the sight is fully adjustable up to 300 meters.]]&lt;br /&gt;
[[File:RS2VM79R.jpg|thumb|none|600px|Reloading the M79 with a 40mm HE grenade.]]&lt;br /&gt;
&lt;br /&gt;
===M9A1-7 Flamethrower===&lt;br /&gt;
The US Combat Engineer has the [[M9 Flamethrower|M9A1]] flamethrower as an option.&lt;br /&gt;
[[File:M9A1-7 Flamethrower.jpg|thumb|none|350px|M9A1-7 Flamethrower]]&lt;br /&gt;
[[File:RS2VM9I.jpg|thumb|none|600px|M9A1 in first-person.]]&lt;br /&gt;
[[File:RS2VM9F.jpg|thumb|none|600px|M9A1 during firing.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades and Explosives==&lt;br /&gt;
===M112 Demolition Charge===&lt;br /&gt;
The Combat Engineer can equip a M112 C4 charge. It can either be stuck on a surface or thrown a short distances and is detonated using a M57 firing device.&lt;br /&gt;
[[Image:M112.jpg|thumb|none|400px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:C4 holding.jpg|thumb|none|600px|M112 C4 demolition charge in first-person.]]&lt;br /&gt;
[[File:C4 throwing.jpg|thumb|none|600px|The M112 during the throwing animation.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore===&lt;br /&gt;
The Marksman has one [[M18A1 Claymore|Claymore mine]], and the Pointman has two. It can be placed on the ground, and then detonated with a M57 switch, sending dozens of deadly fragments in the direction the front of the mine faces.&lt;br /&gt;
[[Image:M18A1.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine with command cable and M57 'clacker' detonator switch]]&lt;br /&gt;
[[File:Claymore holding.jpg|thumb|none|600px|Holding the M18A1 Claymore mine.]]&lt;br /&gt;
[[File:Claymore detonator.jpg|thumb|none|600px|Front end of the Claymore.]]&lt;br /&gt;
[[File:Claymore detonation.jpg|thumb|none|600px|Dispersion of projectiles after detonation.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
The standard smoke grenade for all South Vietnam aligned factions.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|400px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:M18Smoke.jpg|thumb|none|600px|In-game M18 smoke grenade with the painted band that indicates it's purple smoke.]]&lt;br /&gt;
&lt;br /&gt;
===M34 White Phosphorous Grenade===&lt;br /&gt;
The [[M34 White Phosphorous grenade]] is an incendiary smoke grenade available for South Vietnamese and US forces.&lt;br /&gt;
&lt;br /&gt;
[[Image:M34 2-1-.jpg|thumb|none|250px|M34 White Phosphorous grenade]]&lt;br /&gt;
[[File:RS2M34.jpg|thumb|none|600px|The M34 in-game, note the period correct white grenade casing.]]&lt;br /&gt;
[[File:RS2M34Explosion.jpg|thumb|none|600px|M34 dispersion of smoke.]]&lt;br /&gt;
&lt;br /&gt;
===M61 Fragmentation Grenade===&lt;br /&gt;
The main hand grenade for the South Vietnamese aligned forces is the [[M61 Hand Grenade|M61]] fragmentation grenade, which was the updated version of the M26.&lt;br /&gt;
[[Image:M26 grenade Vietnam War.jpg|thumb|none|350px|M61 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RS2VM61I.jpg|thumb|none|600px|Holding the M61 grenade.]]&lt;br /&gt;
[[File:RS2VM61P.jpg|thumb|none|600px|Pulling the M61's pin.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted Weapons==&lt;br /&gt;
&lt;br /&gt;
===M2 Browning===&lt;br /&gt;
The [[Browning M2HB]] appears in-game as counterpart to the DSHk, both as a tripod mounted HMG in locations as well as a portable version for deploying in the field. The M2HB uses 100-round .50 BMG boxes of ammunition.&lt;br /&gt;
[[Image:Browning-M2-Heavy-Barrel-w-Tripod.jpg|thumb|none|400px|left|Browning M2HB on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:RS2M2Browning.jpg|thumb|none|600px|The M2 deployed.]]&lt;br /&gt;
[[File:RS2M2BrowningSights.jpg|thumb|none|600px|The sights on the M2 can be adjusted between 200m to 1500m.]]&lt;br /&gt;
[[File:RS2M2Reload1.jpg|thumb|none|600px|Reloading the M2 by opening the feed tray and lifting the pawl.]]&lt;br /&gt;
[[File:RS2M2BrowningReload2.jpg|thumb|none|600px|Swapping ammo cans.]]&lt;br /&gt;
[[File:RS2M2BrowningReload3.jpg|thumb|none|600px|Seating the belt, closing the tray and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===M60D Machine Gun===&lt;br /&gt;
Two [[M60#M60D Machine Gun|M60D Machine Guns]] are mounted on the UH-1 'Huey' transport helicopter, one on each side used by passengers.&lt;br /&gt;
[[Image:M60d.jpg|thumb|none|400px|M60D machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Huey M60D.jpg|thumb|none|600px|In-game look at the M60D.]]&lt;br /&gt;
&lt;br /&gt;
===M134 Minigun===&lt;br /&gt;
The [[M134 Minigun]] is mounted on the side of the OH-6 'Loach' light scout/attack helicopter, and on the chin turret of the AH-1 Cobra attack helicopter.&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Loach m134.jpg|thumb|none|600px|The M134 mount on the side of the OH-6.]]&lt;br /&gt;
[[File:Cobra M134.jpg|thumb|none|600px|The Minigun on the Cobra's chin turret mount.]]&lt;br /&gt;
&lt;br /&gt;
===M195 Cannon===&lt;br /&gt;
The [[M61 Vulcan|M195 20mm Gatling Gun]], a short-barrelled variant of the M61 Vulcan, is mounted on the side of the AH-1 Cobra attack helicopter.&lt;br /&gt;
[[File:M195.jpg|thumb|none|400px|M195 Cannon in M35 Armament System - 20x102mm Vulcan]]&lt;br /&gt;
[[File:Cobra M195 2.jpg|thumb|none|600px|The cannon on the Cobra's left side.]]&lt;br /&gt;
&lt;br /&gt;
===M129 Grenade Launcher===&lt;br /&gt;
The M129 40mm Grenade Launcher is mounted on the chin turret of the AH-1 Cobra, next to the [[M134 Minigun]].&lt;br /&gt;
[[File:M129.jpg|thumb|none|400px|M129 Grenade Launcher, 40x46mm or 40x53mm]]&lt;br /&gt;
[[File:Cobra M129.jpg|thumb|none|600px|The M129 to the right of the Minigun on the chin turret mount.]]&lt;br /&gt;
&lt;br /&gt;
===M158 Rocket Launcher===&lt;br /&gt;
The M158 Rocket Launcher, or Rocket Pod, holds seven 70mm rockets. Three are mounted on the sides of the AH-1 Cobra attack helicopter.&lt;br /&gt;
[[File:800px-XM158 Rocket Pod.jpg|thumb|none|400px|M158 Rocket Pod]]&lt;br /&gt;
[[File:Cobra M158.jpg|thumb|none|600px|The front of the rocket launcher pod]]&lt;br /&gt;
[[File:Cobra M158 3.jpg|thumb|none|600px|Rear side of the rocket launcher pod.]]&lt;br /&gt;
&lt;br /&gt;
=Weapons of the NVA/PAVN and the VC/NLF=&lt;br /&gt;
==Sidearms==&lt;br /&gt;
===Tokarev TT-33===&lt;br /&gt;
The [[Tokarev TT-33]] appears as the main sidearm for the North Vietnamese forces. It holds 8 rounds of 7.62x25mm Tokarev per magazine.&lt;br /&gt;
[[Image:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:RS2VTT33I.jpg|thumb|none|600px|The T-33 in-game.]]&lt;br /&gt;
[[File:RS2VTT33A.jpg|thumb|none|600px|Aiming the TT-33 showing the tall, narrow sights.]]&lt;br /&gt;
[[File:RS2VTT33R.jpg|thumb|none|600px|Reloading the TT-33.]]&lt;br /&gt;
&lt;br /&gt;
===Makarov PM===&lt;br /&gt;
Introduced in the 1.03 update on August 2017, the [[Makarov PM]] was made available for Communist forces as an alternative to the TT-33.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:RS2 PM (1).jpg|thumb|none|600px|The Makarov in first-person.]]&lt;br /&gt;
[[File:RS2 PM (2).jpg|thumb|none|600px|Aiming the PM.]]&lt;br /&gt;
[[File:RS2 PM (3).jpg|thumb|none|600px|Performing an ammo check.]]&lt;br /&gt;
[[File:RS2 PM (4).jpg|thumb|none|600px|Reloading the PM.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===MAT-49===&lt;br /&gt;
The [[MAT-49]] is a usable submachine gun for the North Vietnamese forces. Players can choose between the original French 9mm version or the Vietnamese 7.62x25mm Tokarev conversion, the latter has an increased fire rate. The MAT is a very useful SMG for close quarters combat in either version with a potent high rate of fire, relative accuracy and some stability.&lt;br /&gt;
[[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:MAT-49 7.62mm Soviet.jpg|thumb|none|500px|A MAT-49 SMG captured by Communist Forces during the French-Indochina War and converted to 7.62x25mm Tokarev.]]&lt;br /&gt;
[[File:RS2VMATI.jpg|thumb|none|600px|The MAT-49 in-game.]]&lt;br /&gt;
[[File:RS2VMATA.jpg|thumb|none|600px|Aiming the MAT-49, the sight is flippable between 50m and 100m, with a bigger aperture for 100.]]&lt;br /&gt;
[[File:RS2VMATR.jpg|thumb|none|600px|Reloading the MAT-49 by flicking the magazine release.]]&lt;br /&gt;
[[File:RS2 MAT-49 (1).jpg|thumb|none|600px|Performing an ammo check on the 7.62x25 MAT-49.]]&lt;br /&gt;
[[File:RS2 MAT-49 (2).jpg|thumb|none|600px|Pulling the MAT's charging handle on an empty reload.]]&lt;br /&gt;
[[File:RS2 MAT-49(3).jpg|thumb|none|600px|Collapsing the stock.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] was added to the game in Update 1.2 as a submachine gun for the NLF. This serves as a far more controllable but lower volume of fire counter part to the MAT-49 and PPSH.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|400px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:RS2MP40.jpg|thumb|none|600px|The MP40 in-game.]]&lt;br /&gt;
[[File:RS2MP40sights.jpg|thumb|none|600px|The sights, adjustable out to 200 meters.]]&lt;br /&gt;
[[File:RS2MP40Reload1.jpg|thumb|none|600px|Replacing the magazine.]]&lt;br /&gt;
[[File:RS2MP40Reload2.jpg|thumb|none|600px|Charging the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===PPSh-41===&lt;br /&gt;
The [[PPSh-41]] is another usable submachine gun for the North Vietnamese forces, having a much higher fire rate than the [[MAT-49]]. Like in ''[[Red Orchestra 2: Heroes of Stalingrad|Red Orchestra 2]]'', the PPSh starts off with 35-round magazines, though the original 71-round drum magazines are also available in the loadout screen. The fire selector is also usable on the base weapon. The PPSh is decent with the only problem of the high rate of fire clashing with the small magazine size.&lt;br /&gt;
[[Image:Ppsh41.jpg|thumb|none|400px|PPSh-41 Submachine Gun with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:RS2VPPSHI.jpg|thumb|none|600px|PPSh-41 in-game.]]&lt;br /&gt;
[[File:RS2VPPSHA.jpg|thumb|none|600px|Aiming the PPSh-41.]]&lt;br /&gt;
[[File:RS2VPPSHR.jpg|thumb|none|600px|Reloading the PPSh-41 by inserting a stick mag.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===IZH-58===&lt;br /&gt;
A double-barreled IZH-58 shotgun is usable for the North Vietnamese forces in both full-length, Coach Gun and sawed-off versions. The sawn-off version appears to reload slightly faster and is limited to 00 Buckshot while the Coach Gun and full-length versions are able to use 1oz Slugs in addition to Buckshot.&lt;br /&gt;
&lt;br /&gt;
Weirdly enough, it was called the &amp;quot;IZH-43&amp;quot; in the beta, which was the replacement to the IZH-58 introduced in 1986, then it was renamed the period accurate &amp;quot;IZH-58&amp;quot;. However, in a recent update the IZh-58 was painted gloss black and simply dubbed the &amp;quot;SxS shotgun&amp;quot; likely to address the question of how a Soviet double barreled shotgun ends up in the fields of Vietnam.&lt;br /&gt;
[[Image:Dubeltowkaizh43emjg6.jpg|thumb|400px|none|[[Baikal IZH-43]], similar to the IZH-58 - 12 Gauge]]&lt;br /&gt;
[[File:RS2VIZHI.jpg|thumb|none|600px|The IZH-58 as seen in game.]]&lt;br /&gt;
[[File:RS2VIZHA.jpg|thumb|none|600px|Aiming the IZH-58.]]&lt;br /&gt;
[[File:RS2VIZHR.jpg|thumb|none|600px|Reloading the IZH after only firing one shot.]]&lt;br /&gt;
[[File:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|For comparision: Stevens 1960s SBS with the barrels sawed-off - 12 Gauge (Photoshopped).]]&lt;br /&gt;
[[File:RS2VSIZHI.jpg|thumb|none|600px|Sawed-off counterpart to the IZH.]]&lt;br /&gt;
[[File:RS2VSIZHA.jpg|thumb|none|600px|Aiming the sawed-off.]]&lt;br /&gt;
[[File:RS2VSIZHR.jpg|thumb|none|600px|Reloading the sawed-off by inserting two shells into the breech.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===AKM / Type 56 / Type 56-1===&lt;br /&gt;
Several AK-pattern rifles grouped under the &amp;quot;[[AK-47]]&amp;quot; classification are available to the Rifleman on the North Vietnamese side :&lt;br /&gt;
&lt;br /&gt;
- the [[AK-47#AKM|AKM]], with its fixed wood stock, 'bakelite' pistol grip, ribbed dust cover and open front sight ring. It accepts a Type II bayonet and is the most average of all the AK variants with relatively accurate fire, controllable full auto fire and overall good performance.&lt;br /&gt;
&lt;br /&gt;
- the [[AK-47#Norinco Type 56|Type 56]], that differs with its wood pistol grip, smooth dust cover, higher full auto fire rate and fully enclosed front sight ring. It also has integrated spike bayonet which can be unfolded. &lt;br /&gt;
&lt;br /&gt;
- the [[AK-47#Norinco Type 56|Type 56-1]] is the underfolding variant of the Type 56. It doesn't have a bayonet but can have the stock folded to make it more compact and less controllable. &lt;br /&gt;
&lt;br /&gt;
All three rifles come with three spare 30-round steel magazines. They can be fired in semi or fully-automatic, and while the fire selector is not animated and stays in the 'Safe' position, for some reason, the hand of the character actually moves down when switching to semi, and moves up when switching to fully-automatic. The rear sight of all the rifles are adjustable for elevation from 100m to 800m in 100-meters increments, which is correct for the Type 56 guns, but not for the AKM which should be able to go up to 1000m.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKM_holding.jpg|thumb|none|600px|Holding an AKM.]]&lt;br /&gt;
[[File:AKM affixing bayonet.jpg|thumb|none|600px|Affixing a Type II bayonet on the rifle.]]&lt;br /&gt;
[[File:AKM sights hue city.jpg|thumb|none|600px|Aiming with the AKM.]]&lt;br /&gt;
[[File:RS2 AKM (1).jpg|thumb|none|600px|Reloading the AKM.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:ChineseType56.jpg|thumb|none|400px|Norinco Type 56 (fixed stock variant) with under-folding bayonet (&amp;quot;pig sticker&amp;quot;) which was standard on PLA-issue Type 56s - 7.62x39mm]]&lt;br /&gt;
[[File:RS2VT56I.jpg|thumb|none|600px|The Norinco Type 56 in-game.]]&lt;br /&gt;
[[File:RS2VT56A.jpg|thumb|none|600px|Aiming the Type 56 reveals the Type 56 special fully hooded front sight.]]&lt;br /&gt;
[[File:RS2VT56R.jpg|thumb|none|600px|Reloading the Type 56 by removing the magazine out and rocking a new one in.]]&lt;br /&gt;
[[File:RS2 Type 56 (1).jpg|thumb|none|600px|Checking the magazine of the Type 56.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Type56S.jpg|thumb|none|400px|Norinco Type 56-1 (under-folding stock variant) - 7.62x39mm]]&lt;br /&gt;
[[File:Type 56-1 folding.jpg|thumb|none|600px|Folding the stock of the Type 56-1.]]&lt;br /&gt;
[[File:Type 56-1 firing.jpg|thumb|none|600px|Aiming with the stock folded.]]&lt;br /&gt;
[[File:RS2 Type 56-1 (1).jpg|thumb|none|600px|Pulling back the bolt during a reload.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-49===&lt;br /&gt;
The [[MAS-49]] was added to the game in Update 1.3 in 3 basic flavors. All in all, a punchy battle rifle with good accuracy, power and a fun mix of options such as...&lt;br /&gt;
&lt;br /&gt;
- The standard variant with iron sights, available to scouts and many Early War classes.&lt;br /&gt;
&lt;br /&gt;
- The grenade launcher version, available to the Sapper which allows for the use of 6 HE Rifle Grenades.&lt;br /&gt;
&lt;br /&gt;
- And the Marksman version, which rocks an APX scope and is used by the Marksman.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAS-49-firstmodel.jpg|thumb|none|400px|MAS-49 - 7.5x54mm French]]&lt;br /&gt;
[[File:RS2MAS49.jpg|thumb|none|600px|First, it's the humble normal version of the MAS49 rifle.]]&lt;br /&gt;
[[File:RS2MAS49sights.jpg|thumb|none|600px|The iron sights, good if a tad cramped by eating most of the screen.]]&lt;br /&gt;
[[File:RS2MAS49Reload1.jpg|thumb|none|600px|Like the M14, the MAS has a different reload animation for when the gun isn't empty. If so, then a stripper clip will be used to top the gun off.]]&lt;br /&gt;
[[File:RS2MAS49Reload2.jpg|thumb|none|600px|If it's properly empty, then the soldier will instead swap mags...]]&lt;br /&gt;
[[File:RS2MAS49Reload3.jpg|thumb|none|600px|Before giving the charging handle a good ol tug.]]&lt;br /&gt;
[[File:RS2MAS49Scoped.jpg|thumb|none|600px|The Marksman's special scoped variant complete with period correct APX scope.]]&lt;br /&gt;
[[File:RS2MAS49Scoped2.jpg|thumb|none|600px|The scope's reticle, very similar to the M91/30.]]&lt;br /&gt;
[[File:RS2MAS49GrenadeLauncher.jpg|thumb|none|600px|And finally, the grenade launching version. First a grenade is mounted...]]&lt;br /&gt;
[[File:RS2MAS49GrenadeLauncher2.jpg|thumb|none|600px|A blank is inserted into the magazine...]]&lt;br /&gt;
[[File:RS2MAS49GrenadeLauncherAiming.jpg|thumb|none|600px|Before the gun is put to the ground and ready to rumble. The range is dialed in by adjusting the grenade up and down on the spigot.]]&lt;br /&gt;
[[File:RS2MAS49GrenadeLauncherKaboom.jpg|thumb|none|600px|With predictable results.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant M91/30===&lt;br /&gt;
The [[Mosin-Nagant M91/30]] is the oldest gun in the game, available to the North Vietnamese factions in both the standard and sniper rifle variants. Rather hilariously, there is an achievement for getting kills with the non-scoped Mosin, fittingly dubbed &amp;quot;It belongs in a museum!&amp;quot;. Both Mosin variants are entertainingly powerful in the same &amp;quot;twomp&amp;quot; way that makes the shotguns fun. While the scoped version is a very adequate sniper rifle, the un-scoped one is a slightly less useful rifle that has good accuracy and power and nothing else outside of massive entertainment when you finally kill a guy.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|400px|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[File:RS2VMNI.jpg|thumb|none|600px|A Marine channels his inner Papa-San with his M91/30, note the correct straight bolt handle.]]&lt;br /&gt;
[[File:RS2VMNA.jpg|thumb|none|600px|The irons, a round globe and post out front, a sight leaf and notch in the rear, simple.]]&lt;br /&gt;
[[File:RS2VMNB.jpg|thumb|none|600px|Operating the unscoped Mosin-Nagant's bolt and putting the fear of God and 7.62x54R in the trees.]]&lt;br /&gt;
[[File:RS2VMNR.jpg|thumb|none|600px|Having scared the foliage with boolet, the Marine treats his Mosin to a fresh stripper clip.]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|400px|Mosin Nagant M91/30 Sniper Rifle with Russian PU 3.5x sniper scope]]&lt;br /&gt;
[[File:RS2VSMNI.jpg|thumb|none|600px|Not to be stopped from stealing guns from the cache, the Marine takes out a sniper variant with correct turned down bolt handle.]]&lt;br /&gt;
[[File:RS2VSMNA.jpg|thumb|none|600px|The scope view, a post with two lines next to the point. The rather high placement of the reticle is accurate, although a later update allowed for a selectable option to have the reticle in the center of the scope like RO2.]]&lt;br /&gt;
[[File:RS2VSMNB.jpg|thumb|none|600px|Giving the bolt a yank.]]&lt;br /&gt;
[[File:RS2VSMNR.jpg|thumb|none|600px|And reloading it.]]&lt;br /&gt;
&lt;br /&gt;
===SKS-45===&lt;br /&gt;
The [[SKS]] appears as a usable rifle to the PAVN/VC forces. A decent all-arounder rifle, the SKS is mostly used by classes who get either this or a shotgun so if you don't want to be angry Papa-san running around with his hunting gun, here you go.&lt;br /&gt;
[[Image:Simonov-Russian-SKS45.jpg|thumb|none|400px|Russian SKS - 7.62x39mm]]&lt;br /&gt;
[[File:RS2VSKSI.jpg|thumb|none|600px|The fun doesn't stop from the stockpile, so the Marine takes his SKS to do the original version of &amp;quot;going innawoods&amp;quot;.]]&lt;br /&gt;
[[File:RS2VSKSA.jpg|thumb|none|600px|Aiming the SKS reveals the most familiar sight picture on the planet..]]&lt;br /&gt;
[[File:RS2VSKSR.jpg|thumb|none|600px|Reloading the SKS by stuffing a fresh clip in. The non-dry reload will differ by having the soldier dump the spare rounds out, then lock the bolt back and feed in a new clip.]]&lt;br /&gt;
[[File:RS2 SKS (1).jpg|thumb|none|600px|A wayward PAVN soldier brass checks his SKS after hearing the sound of distant surf rock.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov===&lt;br /&gt;
The [[SVD Dragunov]] appears as another sniper rifle for the North Vietnamese forces; its semi-automatic operation and box magazines are key advantages over the scoped Mosin-Nagant.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[File:RS2VSVDI.jpg|thumb|none|600px|A Marine has fun with the fanciest gun in the VC Arsenal.]]&lt;br /&gt;
[[File:RS2VSVDA.jpg|thumb|none|600px|Aiming down the PSO-1 scope, a fairly accurate render of the reticle, and one of the only guns with a sealed off sight picture, accounting for the rubber eyepiece.]]&lt;br /&gt;
[[File:RS2VSVDR.jpg|thumb|none|600px|Reloading the Dragunov by yanking the mag out, the oft forgotten hold open is correctly rendered in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Degtyaryov DP-28===&lt;br /&gt;
The [[DP-28]] from ''[[Red Orchestra 2: Heroes of Stalingrad|Red Orchestra 2]]'' returns as an available machine gun for the North Vietnamese forces. While it might seem useless in comparison to the sheer firepower of the RPD, the DP has the advantage of being relatively controllable straight from the shoulder and coming with more than just 1-2 drums.&lt;br /&gt;
[[Image:DP-28.jpg|thumb|none|400px|Degtyaryov DP-28 - 7.62x54mm R]]&lt;br /&gt;
[[File:RS2VDPI.jpg|thumb|none|600px|The Marine takes the hero of the Great Patriotic War for a spin.]]&lt;br /&gt;
[[File:RS2VDPA.jpg|thumb|none|600px|The DP's sights, a notch and wings in front, and a leaf in the rear.]]&lt;br /&gt;
[[File:RS2VDPR.jpg|thumb|none|600px|Reloading by opening the bolt, swapping pans and smacking the fresh one on.]]&lt;br /&gt;
&lt;br /&gt;
===Degtyaryov RP-46===&lt;br /&gt;
The [[Degtyaryov RP-46|RP-46]], the belt-fed version of the DP-28 was added in Update 1.3 as an alternative to either the RPD or DP-28. What it lacks in total ammo capacity and spare rounds is made up for by allowing high power belt fed covering fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:RP46.jpg|thumb|none|400px|RP-46 - 7.62x54mm R]]&lt;br /&gt;
[[File:RS2RP46.jpg|thumb|none|600px|The RP-46 in-game, the red headed step child between the DP and RPD rarely seen in games.]]&lt;br /&gt;
[[File:RS2RP46sights.jpg|thumb|none|600px|The sights, fittingly similar to the parent DP, here misaligned due to the photo being taken mid mag dump.]]&lt;br /&gt;
[[File:RS2RP46Reload1.jpg|thumb|none|600px|The reload animation for this gun is pretty seldom seen since it's issued with one belt. But the magic of supply boxes means we get to watch Charlie open the belt feed tray and swap belts...]]&lt;br /&gt;
[[File:RS2RP46Reload2.jpg|thumb|none|600px|Before closing the cover and charging the gun.]]&lt;br /&gt;
&lt;br /&gt;
===Degtyaryov RPD===&lt;br /&gt;
The [[RPD]] appears as the main light machine gun for the North Vietnamese forces, serving as a direct counterpart to the M60 with relatively controllable rate of fire, stability and sheer entertainment at folding the bipod up and running straight into battle like a madman. It uses the 100-round drum by default, but a 200-round belt variant was added in Update 1.2.&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|400px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RS2VRPDI.jpg|thumb|none|600px|A Marine holds a disused RPD and wonders why SOG likes these so much.]]&lt;br /&gt;
[[File:RS2VRPDA.jpg|thumb|none|600px|Aiming the RPD with it's big sights, similar to the AK.]]&lt;br /&gt;
[[File:RS2VRPDW.jpg|thumb|none|600px|Like the M60 and the other MG's in game, firing too long will cause the barrel to warp.]]&lt;br /&gt;
[[File:RS2VRPDR.jpg|thumb|none|600px|Reloading the still toasty RPD, a bad idea as this might lead to cook offs.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The iconic [[RPG-7]] appears as the main launcher for the North Vietnamese forces, coming with the launcher plus 3 rounds. While it must be aimed before you actually fire, it's impressively decimating against both ground targets and helicopters. In a rare sight seldom seen in video games, there is a rendered backblast upon firing. The entire rear of the launcher becomes deadly for 10m back and can easily kill allies, enemies and yourself if you aren't careful.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RS2VRPGS.jpg|thumb|none|600px|Like in Tripwire's other game [[Killing Floor 2]], the player cocks the hammer on the RPG off before firing.]]&lt;br /&gt;
[[File:RS2VRPGI.jpg|thumb|none|600px|Having eaten too many RPG's while playing Pilot, a Marine gets to play with the bane of his existence.]]&lt;br /&gt;
[[File:RS2VRPGA.jpg|thumb|none|600px|Aiming the RPG-7, sights so simple you can use it against anything.]]&lt;br /&gt;
[[File:RS2VRPGR.jpg|thumb|none|600px|Reloading the RPG-7 by stuffing a fresh rocket down the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades and Explosives==&lt;br /&gt;
===MD-82 Mine===&lt;br /&gt;
The North Vietnamese Sapper class comes armed with the MD-82 mine, a copy of the American [[M14 anti-personnel mine]]. Carrying 5 of these little bundles of fun, the MD-82 is really only useful for rigging up entryways as it's famed &amp;quot;toe popping&amp;quot; is rendered in underwhelming detail.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14Mine.jpg|thumb|none|400px|M14 anti-personnel mine with safety clip attached.]]&lt;br /&gt;
[[File:RS2MD82.jpg|thumb|none|600px|A PAVN Sapper holds a tiny MD-82 in his hand.]]&lt;br /&gt;
[[File:RS2MD82-1.jpg|thumb|none|600px|Prepping the MD-82 requires to first bury the grenade in the dirt...]]&lt;br /&gt;
[[File:RS2MD82-2.jpg|thumb|none|600px|Before pulling the pin, rendering it live.]]&lt;br /&gt;
&lt;br /&gt;
===RGD-1 Smoke Grenade===&lt;br /&gt;
The Soviet RGD-1 Smoke Grenade appears as the North Vietnamese smoke grenade of choice, albeit only in white.&lt;br /&gt;
&lt;br /&gt;
[[File:RDG-1 Diagram.jpg|thumb|none|250px|RDG-1 smoke grenade diagram]]&lt;br /&gt;
[[File:RS2RGD-1.jpg|thumb|none|600px|A PAVN Squad Leader prepares to cover the range with his RGD-1.]]&lt;br /&gt;
[[File:RS2RGD-1-2.jpg|thumb|none|600px|Like the later pattern RGD-2, the RGD-1 is set off by removing the top cover and striking the top casing.]]&lt;br /&gt;
&lt;br /&gt;
===Type 67 Grenade===&lt;br /&gt;
The North Vietnamese forces use the Type 67 as their standard grenade, functioning around the same as the M61.&lt;br /&gt;
&lt;br /&gt;
[[Image:Type67Grenade.jpg|thumb|none|300px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[File:RS2Type67.jpg|thumb|none|600px|A Vietcong soldier shows us his handy Chinese potato masher.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted Weapons==&lt;br /&gt;
===DShK Heavy Machine Gun===&lt;br /&gt;
Several maps have [[DShK heavy machine gun]] mounted on tripod mounts for the North Vietnamese. Feeding from standard 50-round boxes, the DShK is used both for firing on infantry but especially for anti-air and anti-helicopter roles. A player-deployable version was added in Update 1.2.&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[File:RS2DSHk.jpg|thumb|none|600px|A PAVN recruit gets some trigger time behind the DSHk.]]&lt;br /&gt;
[[File:RS2DSHkFiring.jpg|thumb|none|600px|The recruit lets loose, allowing us to see the large sights as well as terrifically big muzzle flash.]]&lt;br /&gt;
[[File:RS2DSHkReload.jpg|thumb|none|600px|The reload begins as usual by lifting the top cover...]]&lt;br /&gt;
[[File:RS2DSHkReload2.jpg|thumb|none|600px|Swapping ammo boxes...]]&lt;br /&gt;
[[File:RS2DSHkReload3.jpg|thumb|none|600px|Before fixing the belt, closing the top cover and racking the charging handle with help of a spent case.]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Rising_Storm_2:_Vietnam&amp;diff=1300112</id>
		<title>Rising Storm 2: Vietnam</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Rising_Storm_2:_Vietnam&amp;diff=1300112"/>
		<updated>2019-10-10T00:26:53Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* IZH-58 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Rising Storm 2: Vietnam&lt;br /&gt;
|picture   = RS2 logo.jpg&lt;br /&gt;
|date      = May 30, 2017&lt;br /&gt;
|developer = Antimatter Games&amp;lt;br&amp;gt;Tripwire Interactive&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|series    =&lt;br /&gt;
|platforms = PC&lt;br /&gt;
|genre     = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The direct sequel to ''[[Red Orchestra 2: Rising Storm]]'', '''''Rising Storm 2: Vietnam''''' brings the intense tactical realism of Tripwire Interactive's ''Red Orchestra'' series into the the Vietnam War, at the height of American involvement, with the notable continuation of asymmetrical faction elements from the previous title (such as the helicopters and air support of the American forces versus the tunnel spawn system of the Vietnamese forces). Both the United States Army and Marine Corps are present in levels based on their respective battles of the war, fighting against either the National Liberation Front (Viet Cong) or the People's Army of Vietnam (North Vietnamese Army). A new feature of this title is the ability for the player to customize the personal appearance of their in-game character, differentiated between the five factions and the additional helicopter pilot class of the US forces.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Rising Storm 2: Vietnam (2017)'''''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Weapons of the US Army, USMC, ARVN and the Australian Army=&lt;br /&gt;
==Sidearms==&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
As with the previous title, the [[M1911_pistol_series#M1911A1|Colt M1911A1]] is available as a sidearm to most classes in the US forces as well as the ARVN, with the exception of the Grunt, and the Radioman and Combat Engineer on some maps. The Australian Commander class can also use it. It comes with two spare 7-round magazines.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:M1911A1 holding.jpg|thumb|none|600px|Holding the Colt with one hand.]]&lt;br /&gt;
[[File:M1911 brass check.jpg|thumb|none|600px|Like with many weapons in the game, the player character performs a brass check when the reload key is hit if the magazine is full.]]&lt;br /&gt;
[[File:M1911A1 shooting2.jpg|thumb|none|600px|Firing the pistol at a VC Machine Gunner.]]&lt;br /&gt;
[[File:M1911A1 reloadingfromempty.jpg|thumb|none|600px|Reloading the gun.]]&lt;br /&gt;
&lt;br /&gt;
===M1917 Revolver===&lt;br /&gt;
Added in the 1.03 update, the [[M1917 Revolver]] is an alternative to the 1911 pistol for South Vietnamese forces issued with a sidearm. It is fired in double-action mode with a significantly long trigger pull and poor accuracy, but the hammer can also be cocked manually before each shot to eliminate the delay and the accuracy penalty. The revolver is loaded using two half-moon clips, and comes with 6 spares for a total of the 3 reloads from empty. It cannot be reloaded if less than three rounds have been fired; the player character never ejects a clip if there are still rounds on it, so if 3 to 5 rounds have been fired, he only ejects the half-moon clip with the spent rounds on it by keeping the other one in place with his palm, and one loaded half-moon clip is placed inside the cylinder. If all the rounds have been fired, both clips are ejected and two new ones are put in place.&lt;br /&gt;
[[File:S&amp;amp;W-Model-1917.jpg|thumb|none|350px|M1917 Revolver - .45 ACP. This is the S&amp;amp;W model with the ejector rod socket, just like the in-game version.]]&lt;br /&gt;
[[File:M1917 holding.jpg|thumb|none|600px|The M1917 being held.]]&lt;br /&gt;
[[File:M1917 partial reload.jpg|thumb|none|600px|The reload sequence when 3 to 5 rounds have been fired : the clip with the spent rounds is ejected, while the other is kept in place manually.]]&lt;br /&gt;
[[File:M1917 cocking the hammer.jpg|thumb|none|600px|The hammer can be cocked manually to fire the revolver in single-action mode, which gives an accuracy boost.]]&lt;br /&gt;
&lt;br /&gt;
===Browning Hi-Power===&lt;br /&gt;
Added in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[Browning Hi-Power]] is a standard issue pistol of the Australian Army, complete with 13 round magazines and a fully adjustable rear sight. Reliable damage plus relatively low recoil and mags double the size of most of the other handguns on offer make this a popular backup for anyone playing Aussies.&lt;br /&gt;
[[File:Browning-HP-P35.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:RS2V HiPower Idle.jpg|thumb|none|600px|A GI takes some Bogan firepower to the range.]]&lt;br /&gt;
[[File:RS2V HiPower Aim.jpg|thumb|none|600px|Aiming the Hi-Power with the early pattern adjustable rear sights. And yes, you can adjust it out to 500 meters.]]&lt;br /&gt;
[[File:RS2V HiPower Reload.jpg|thumb|none|600px|Reloading the Browning Hi-Power.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] was added as the standard-issue SMG for the ARVN faction in the 1.08 ARVN Update.  It comes with 30-round box magazines and can be switched between semi and full-auto fire modes. The M1A1's mostly comparable to the VC's MAT-49, a high rate of fire SMG but still relatively controllable and useful at sweeping through rooms at close quarters. The only real con I can give this one is that it suffers from the same overall low amount of spare mags that effects every SMG in the game.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:RS2 thompson idle.jpg|thumb|none|600px|A GI takes some Starvin ARVN toys to the range.]]&lt;br /&gt;
[[Image:RS2 thompson ironsights.jpg|thumb|none|600px|Aiming the Thompson, you can use the top notch sight for 150+ meter shots.]]&lt;br /&gt;
[[Image:RS2 thompson brasscheck.jpg|thumb|none|600px|Like all the weapons in the game you can check the remaining ammunition. Unfortunately, the bullets are static and do not visibly deplete unless the magazine is fully empty.]]&lt;br /&gt;
[[Image:RS2 Thompson reload.jpg|thumb|none|600px|Reloading which looks similar to the brass check. The M1A1's bolt hold open is both rendered in-game and partially to blame.]]&lt;br /&gt;
&lt;br /&gt;
===M3A1 Grease Gun===&lt;br /&gt;
The [[M3 / M3A1 &amp;quot;Grease Gun&amp;quot;|M3A1 Grease Gun]] is available to the Pointman, Combat Engineer, and Commander classes. It is issued with 3 spare magazines, and its wire stock can be collapsed for added maneuvrability in tight spaces which, naturally, also decreases accuracy. The Grease Gun is an entertainingly fun SMG which benefits greatly from its slow rate of fire, making it effective at close to medium range.&lt;br /&gt;
[[File:Grease3 2.jpg|thumb|none|400px|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:M3A1 holding.jpg|thumb|none|600px|Carefully moving onto the objective with the Grease Gun in hand.]]&lt;br /&gt;
[[File:M3A1 sights.jpg|thumb|none|600px|The M3's sights are crude, but effective.]]&lt;br /&gt;
[[File:M3A1 Grease Gun collapsible stock.jpg|thumb|none|600px|Pulling on the rudimentary 'buttplate' of the stock to extend it.]]&lt;br /&gt;
[[File:M3A1 reload.jpg|thumb|none|600px|Pulling the bolt back at the end of a reload. [[Fury (2014)|Now you killin'.]]]]&lt;br /&gt;
&lt;br /&gt;
===Owen Submachine Gun===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[Owen Submachine Gun]] is available to the Australian Scout and Radioman. Like the M1A1, the Owen's mostly comparable to the VC's choice in SMG's. A fast firing, relatively accurate and somewhat controllable gun for sweeping through trench lines.&lt;br /&gt;
[[File:Owen-gun 400.jpg|thumb|none|400px|Owen Mk I Submachine Gun - 9x19mm.]]&lt;br /&gt;
[[File:RS2V Owen Idle.jpg|thumb|none|600px|An American soldier gets some trigger time with the Owen.]]&lt;br /&gt;
[[File:RS2V Owen Aim.jpg|thumb|none|600px|Aiming the Owen SMG with it's unusual sights.]]&lt;br /&gt;
[[File:RS2V Owen Reload.jpg|thumb|none|600px|Reloading the Owen SMG starts with a swap of the magazines...]]&lt;br /&gt;
[[File:RS2V Owen Reload2.jpg|thumb|none|600px|Before ending it with a swift tug of the rear-mounted charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===F1 Submachine Gun===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[F1 SMG|F1 Submachine Gun]] is available to the Australian Scout, Combat Engineer and Commander. While it might seem useless in comparison with it's WWII counterpart, the F1's got a much slower rate of fire over the Owen meaning it's easier to control and keep on target in combat. Plus it comes with a bayonet. &lt;br /&gt;
[[File:F1_SMG.jpg|thumb|none|400px|F1 Submachine Gun - 9x19mm.]]&lt;br /&gt;
[[File:RS2V F1 Idle.jpg|thumb|none|600px|Backwards Owen Gun, backwards Sterling, it's just how it works.]]&lt;br /&gt;
[[File:RS2V F1 Aim.jpg|thumb|none|600px|Aiming, despite the sight being this high, this is still a perfect battle zero.]]&lt;br /&gt;
[[File:RS2V F1 Reload.jpg|thumb|none|600px|Reloading by first removing the spent mag.]]&lt;br /&gt;
[[File:RS2V F1 Reload2.jpg|thumb|none|600px|Before pulling the charging handle.]]&lt;br /&gt;
[[File:RS2V F1 Bayonet.jpg|thumb|none|600px|Affixing the bayonet on the F1.]]&lt;br /&gt;
[[File:RS2 F1 (1).jpg|thumb|none|600px|Like all the other small arms you can use the ammo check feature.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Ithaca Model 37===&lt;br /&gt;
The 12-gauge [[Ithaca 37]] pump-action shotgun, used extensively by South Vietnamese in Vietnam, is available to the Pointman and Combat Engineer classes. It comes in three distinct variants :&lt;br /&gt;
&lt;br /&gt;
- the full-size Trench Gun sports wooden furniture, a heat shield, and a bayonet lug which can mount a standard M7 bayonet. It holds 5 shells. The most controllable and simple of all the Ithaca variants, easy to use and easy to run around with in-general.&lt;br /&gt;
&lt;br /&gt;
- the 'Stakeout' Riot Gun is a handier variant, with a pistol grip and no buttstock, that also recoils a lot harder. Note that it isn't an actual 'Stakeout' model : it has a standard 20-inch barrel instead of the shortened 13-inch barrel. A handy shotgun for close quarters maps like Hue City, the Riot Gun's main problem is the lack of an ability to aim down the barrel which is somewhat compensated by the faster ADS time and better maneuverability.&lt;br /&gt;
&lt;br /&gt;
- the 'Duckbill' Conversion is fitted with an extended magazine tube that holds 8 shells, and a muzzle attachment that spreads out fired pellets in a wide, horizontal pattern. While it seems a tad redundant, the Duckbill does have some utility in that it can funnel your shot into a much easier to gauge spread meaning you're less likely to accidentally hit allies with stray pellets. Useful for close quarters maps and areas with pillboxes where a horizontal spread of shot will wipe out whoever is inside.&lt;br /&gt;
&lt;br /&gt;
Both the Trench and Riot Guns are issued with 35 shells of either 00 Buckshot (8 large pellets) or No.4 Buckshot (16 smaller pellets) : the former packs more punch, while the latter increases hit probability at extended ranges because of the sheer number of projectiles. The 'Duckbill' Conversion on the other hand comes with 32 shells of No.4 Buckshot only, to get the most out of its muzzle attachement. It is worth to note that the reload sequence for all the available Model 37 variants is performed incorrecty. When reloading from empty, the player character always puts one shell too many in the magazine tube (5 when there should be 4 for the Trench and Riot Guns, 8 when there should be 7 in the 'Duckbill' Conversion), and does so while the bolt is back so when he racks the action forward, there should be no round in the chamber. And when topping off the magazine tube, he racks the action backward before filling up the magazine tube, which is not only unnecessary but also counter-productive as it ejects an unfired shell.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|400px|Ithaca 37 Trench Gun, as issued to US troops in Vietnam.]]&lt;br /&gt;
[[File:Ithaca 37 holding.jpg|thumb|none|600px|The Ithaca 37 Trench Gun as seen in first-person.]]&lt;br /&gt;
[[File:Ithaca 37 loading.jpg|thumb|none|600px|Filling up the Ithaca with 00 Buckshot.]]&lt;br /&gt;
[[File:Ithaca 37 bead.jpg|thumb|none|600px|The sighting system is a simple front bead.]]&lt;br /&gt;
[[File:Ithaca 37 bayonet.jpg|thumb|none|600px|Affixing an M7 bayonet to the Trench Gun. This version of the Ithaca 37 is the only shotgun in the game with this feature.]]&lt;br /&gt;
[[File:Ithaca37.jpg|thumb|none|400px|Ithaca 37 with &amp;quot;Stakeout-style&amp;quot; synthetic pistol grip and forend but a standard 20&amp;quot; barrel. Not unlike the game's Riot Gun.]]&lt;br /&gt;
[[File:Ithaca 37 Stakeout handy for close encounters.jpg|thumb|none|600px|Using the ammo check feature, you get a good view on the underside of the in-game model.]]&lt;br /&gt;
[[File:Ithaca 37 Stakeout blasting away.jpg|thumb|none|600px|Firing the Stakeout Riot Gun. The shotgun is actually being aimed here : it's a bit off-centre to reflect the lack of a buttstock to properly brace the gun.]]&lt;br /&gt;
[[File:IthacaExtMagTub straight.jpg|thumb|none|400px|Ithaca 37 with 7-round magazine tube, similar to the in-game 'Duckbill' Conversion only without the muzzle attachment.]]&lt;br /&gt;
[[File:Ithaca 37 duckbill muzzle.jpg|thumb|none|600px|First-person look at the muzzle attachment]]&lt;br /&gt;
[[File:Ithaca 37 duckbill 20m.jpg|thumb|none|600px|Demonstrating the relative effectiveness of the 'duckbill' attachment on the training range. Targets 2 meters apart are both hit at 20 meters distance.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
&lt;br /&gt;
===M1/M2 Carbines===&lt;br /&gt;
The [[M1 Carbine]] and its fully-automatic variant the [[M2 Carbine]] were added in update 1.07.  The M1 Carbine is available to Northern Sappers and Riflemen on some maps and comes with 15-round magazines and a well-worn appearance, while the M2 is available as an alternative primary for US Grenadiers as well as the ARVN Pointman and Rifleman and comes with 30-round magazines and can be toggled between semi-auto and full-auto. The M1 and M2 Carbines are best utilized at close to medium range. The M2 is also a good weapon for very close quarters as the .30 Carbine cartridge is more powerful than any of the SMGs on offer.&lt;br /&gt;
[[Image:M1c.jpg|thumb|450px|none|M1 Carbine (Post-War) - .30 Carbine]]&lt;br /&gt;
[[Image:RS2 carbine idle.jpg|thumb|none|600px|First, the VC special M1 Carbine, given the wear and tear, it's likely a well used battlefield capture.]]&lt;br /&gt;
[[Image:RS2 carbine ironsights.jpg|thumb|none|600px|Due to the steel repair bands, the sights are somewhat obscured.]]&lt;br /&gt;
[[Image:RS2 carbine brasscheck.jpg|thumb|none|600px|Checking the M1 Carbine's 15-round magazine.]]&lt;br /&gt;
[[Image:RS2 carbine reload.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[Image:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 Carbine]]&lt;br /&gt;
[[Image:RS2 M2 idle.jpg|thumb|none|600px|The US/ARVN special M2 Carbine, without the M1's repairs.]]&lt;br /&gt;
[[Image:RS2 M2 ironsights.jpg|thumb|none|600px|The M2's unobstructed ironsights.]]&lt;br /&gt;
[[Image:RS2 M2 Brasscheck.jpg|thumb|none|600px|The M2 as opposed to the M1 is loaded with 30-round magazines.]]&lt;br /&gt;
[[Image:RS2 M2 reload.jpg|thumb|none|600px|Reloading the M2. The bolt being open is partially correct, the 30 rounders do hold the bolt open but only when the mag is in the gun, a later update fixed this.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] has been added as the main rifle of the ARVN. The M1D variant is also used by the ARVN as their standard issue sniper rifle. The M1 Garand balances itself nicely against the more modern weapons favored by the PAVN and NLF, however the .30-06's power means that you have better overall accuracy, more power and a faster reload than most of their weapons. As for the M1D, it's an adequate sniper rifle with more flexibility as you can easily swap over to irons sights.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|400px|M1 Garand semiautomatic Rifle with leather M1917 sling - .30-06]]&lt;br /&gt;
[[Image:RS2 garand idle.jpg|thumb|none|600px|M1 Garand as seen in-game.]]&lt;br /&gt;
[[Image:RS2 garand ironsights.jpg|thumb|none|600px|The iron sights, slightly too high and big but better than most.]]&lt;br /&gt;
[[Image:RS2 garand brasscheck.jpg|thumb|none|600px|Ammo check.]]&lt;br /&gt;
[[Image:RS2 garand reload.jpg|thumb|none|600px|Much like [[Red Orchestra 2: Rising Storm|the first game]], when reloading mid-magazine, the character will pull back the bolt back to eject the en-bloc before inserting a new one.]]&lt;br /&gt;
[[Image:M1DGarand.jpg|thumb|none|400px|M1D Sniper Variant with M84 scope - .30-06]]&lt;br /&gt;
[[Image:RS2 M1D idle.jpg|thumb|none|600px|Holding the M1D variant with a stock made of paler wood.]]&lt;br /&gt;
[[Image:RS2 M1D ironsights.jpg|thumb|none|600px|The M1D's sights, the exact same as it's M1 counterpart.]]&lt;br /&gt;
[[Image:RS2 M1D scope.jpg|thumb|none|600px|Scoped in to the M84 Scope, a single post and windage line. The M1D definitely trades range for versatility.]]&lt;br /&gt;
&lt;br /&gt;
===M16A1 Assault Rifle===&lt;br /&gt;
The [[M16A1]] is the assault rifle of the US Rifleman as well as the ARVN Pointman. It comes with seven spare 20-round magazines that actually hold 18 (a common practice to avoid magazine-related malfunctions), accepts a bayonet, and both the short-range and long-range apertures are usable. The M16 is one of the most effective weapons in the game. &lt;br /&gt;
[[File:M16A1.jpg|thumb|none|400px|M16A1 with 20 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:M16A1 selector that actually works.jpg|thumb|none|600px|Holding an M16.]]&lt;br /&gt;
[[File:M16A1 firing.jpg|thumb|none|600px|M16 sights slightly off center right after firing.]]&lt;br /&gt;
[[File:M16A1 bayonet.jpg|thumb|none|600px|Like most other rifles in the game, you can mount a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
===M14 Rifle===&lt;br /&gt;
The [[M14]] rifle is a large-caliber alternative to the M16 for US Grunts and Radiomen, and is the only rifle available to the Commander role. It is capable of mounting a bayonet, and is issued with five spare 20-round magazines that can be topped off using 5-round stripper clips. Its rear sight can be adjusted for elevation through five settings, from 91 meters all the way up to 457 meters (100 to 500 yards). Although the real-life M14 is select-fire, the in-game version can only be fired in semi-automatic mode (as was common practice during the Vietnam conflict).&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|400px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2 M14 (1).jpg|thumb|none|600px|Overlooking Hill 937 with the M14.]]&lt;br /&gt;
[[File:RS2 M14 (2).jpg|thumb|none|600px|M14 iron sights.]]&lt;br /&gt;
[[File:RS2 M14 (7).jpg|thumb|none|600px|Opening the bolt to check the ammo.]]&lt;br /&gt;
[[File:RS2 M14 (4).jpg|thumb|none|600px|Locking the bolt back in the &amp;quot;topping-off&amp;quot; animation. Similar to [[Battlefield 1]], the character uses his hand to keep the chambered round from ejecting, unlike other weapons in the game and  the previous titles.]]&lt;br /&gt;
[[File:RS2 M14 (5).jpg|thumb|none|600px|Loading with a 5-round stripper clip.]]&lt;br /&gt;
[[File:RS2 M14 (6).jpg|thumb|none|600px|Inserting the twenty-round box magazine in the normal reload.]]&lt;br /&gt;
[[File:RS2 M14 (8).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
[[File:RS2 M14 (3).jpg|thumb|none|600px|Affixing the bayonet on the M14.]]&lt;br /&gt;
&lt;br /&gt;
===XM177E1===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[M16_rifle_series#Colt_XM177.2FCAR-15.2FCommando_Series|XM177E1]] is available to the US Army. The player can adjust the length of the stock which makes the iron sight picture larger and makes the weapon more compact at a cost of controllability on full-auto. The XM177 bridges the gap between the full size M16A1 and the Grease Gun in a very good way, allowing the same power and relative accuracy of the M16 in a size thats useful for tight trenches and tunnels as well as cities.&lt;br /&gt;
[[File:Colt 609-XM1771E1.jpg|thumb|none|400px|Colt Model 609 aka U.S. Army's XM177E1 - 5.56x45mm.]]&lt;br /&gt;
[[File:RS2V XM177E1 Idle.jpg|thumb|none|600px|In-game first-person model.]]&lt;br /&gt;
[[File:RS2V XM177E1 Aim.jpg|thumb|none|600px|Aiming the XM177E1, using the sights with the stock collapsed brings these to almost fill the screen.]]&lt;br /&gt;
[[File:RS2V XM177E1 Reload.jpg|thumb|none|600px|Reloading the XM177E1.]]&lt;br /&gt;
&lt;br /&gt;
===L1A1 SLR===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[FN_FAL#L1A1|L1A1 SLR]] is available to the Rifleman, Grenadier, Radioman, and Commander classes of the Australian Army. Besides different animations and fire sounds, the L1A1 is mostly comparable to the American M14 with a few caveats. It has a bigger sight picture, slightly faster reloads and fires faster in semi-auto.&lt;br /&gt;
[[File:C1A1.jpg|thumb|none|400px|L1A1 SLR - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:RS2V L1A1 Idle.jpg|thumb|none|600px|The L1A1 in first-person.]]&lt;br /&gt;
[[File:RS2V L1A1 Aim.jpg|thumb|none|600px|Aiming the L1A1 with it's simple winged post and rear aperture set up.]]&lt;br /&gt;
[[File:RS2V L1A1 Reload1.jpg|thumb|none|600px|Reloading by rocking in a mag, revealing that this is a British L1A1 and not an Aussie by the 2 vent hole handguard.]]&lt;br /&gt;
[[File:RS2V L1A1 Reload2.jpg|thumb|none|600px|Pulling back the bolt with the collapsing charging handle.]]&lt;br /&gt;
[[File:RS2V L1A1 Bayonet.jpg|thumb|none|600px|Affixing the bayonet on the L1A1.]]&lt;br /&gt;
&lt;br /&gt;
===XM21 Sniper Weapon System===&lt;br /&gt;
The [[M21#M21.2FM25_Sniper_Weapon_System|XM21]] rifle is available to the US Army Marksman. It comes in two variants :&lt;br /&gt;
&lt;br /&gt;
- the Standard variant is a regular M14 fitted with an AR TEL scope.&lt;br /&gt;
&lt;br /&gt;
- the Suppressed variant (added as part of the August 2017 1.03 update) which is fitted with a sound suppressor instead of the standard flash hider, and fires subsonic ammunition, which means that it's action has to be manually operated after each shot, since the lower power ammunition can't cycle the bolt. Alternatively the gas system might have been cut off by the user to avoid the action noise and make the rifle as quiet as possible. The lower velocity ammunition also means constantly changing the zero is neccessary.&lt;br /&gt;
&lt;br /&gt;
Both rifles come with an AR TEL scope with six magnification setting from 3x to 9x. Each magnification setting also has its own zero setting (the higher the magnification, the higher the zero distance), and it is different for the two rifles because of the different ammunition they fire. The Standard variant starts off at 100m and can get to 700m in 100m increments, while the Suppressed variant begins at 50m and can get to 200m in 25m increments. They also have an alternate aiming mode for close range where the player looks over the scope and uses the dials as impromptu sights.&lt;br /&gt;
Both rifles come with 3 spare 20-round magazines.&lt;br /&gt;
[[Image:Xm21rifle.jpg|thumb|none|400px|M21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:XM21 holding.jpg|thumb|none|600px|First-person view of the Standard variant.]]&lt;br /&gt;
[[File:XM21 covering.jpg|thumb|none|600px|Aiming the rifle, showing the scope crosshairs.]]&lt;br /&gt;
[[File:XM21 alternate.jpg|thumb|none|600px|The alternate aiming mode.]]&lt;br /&gt;
[[File:XM21 suppressed2.jpg|thumb|none|600px|The Suppressed variant. As shown here, the action has to be operated manually after each shot to eject spent casings.]]&lt;br /&gt;
&lt;br /&gt;
===M40 Sniper Rifle===&lt;br /&gt;
The [[M40 Sniper Rifle]] is issued to the USMC Marksman with the equivalent of six stripper clips of spare ammunition, for a total of 30 spare rounds. Its distinctively-finished Redfield scope is elevation-adjustable through 6 settings, from 90 to 550 meters (100 to 600 yards), However, unlike the actual scope, it is not adjustable for magnification but locked to 3x. This means the scope's rangefinder doesn't work even though the necessary reticule markings are correctly featured (see pictures for detailed explanation). The scope also covers up the feeding/ejection port so the M40 must be reloaded with individual rounds. The M40 is mostly comparable to the VC's M91/30, a slower but more precise sniper rifle except this one doesn't have any backup iron sights.&lt;br /&gt;
[[File:M40 1.jpg|thumb|none|400px|M40 sniper rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2VM40I.jpg|thumb|none|600px|The M40 in first-person.]]&lt;br /&gt;
[[File:M40 scope2.jpg|thumb|none|600px|The Redfield Scope at the range, a simple cross hair with a mix of markings mostly related to figuring out target range while scoped.]]&lt;br /&gt;
[[File:RS2VM40B.jpg|thumb|none|600px|Operating the bolt after firing.]]&lt;br /&gt;
[[File:RS2VM40R.jpg|thumb|none|600px|Inserting singular rounds since the scope prevents the use of a stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
&lt;br /&gt;
===M1918 Browning Automatic Rifle===&lt;br /&gt;
The [[Browning Automatic Rifle]] has been added as the main light machine gun of the ARVN forces. The gun is outdated compared to the VC's DP-28 or RPD.&lt;br /&gt;
[[Image:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06.]]&lt;br /&gt;
[[File:RS2BAR.jpg|thumb|none|600px|The M1918A2 in-game, with it's bipod collapsed.]]&lt;br /&gt;
[[File:RS2BARSights.jpg|thumb|none|600px|The BAR's sights, an open U notch close up and an aperture at range.]]&lt;br /&gt;
[[File:RS2BARSelectorswitch.jpg|thumb|none|600px|The BAR's rate of fire is selectable between the slow and fast. Note the bipod is deployed in this picture.]]&lt;br /&gt;
[[File:RS2BARReload1.jpg|thumb|none|600px|Reloading the 20-round box mag.]]&lt;br /&gt;
[[File:RS2BARReload2.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===M1919A6 Browning Machine Gun===&lt;br /&gt;
The [[Browning M1919A6]] has been added as the main medium machine gun for the ARVN forces, as their counterpart to the M60. The M1919A6 is the most appropriate LMG in the game in terms of sheer volume of fire. With two whole 150 round belts plus a relatively controllable rate of fire especially when on the bipod, the M1919 is the gun in the game most suited for sustained fire.&lt;br /&gt;
[[Image: 1919A6_postWW2.jpg|thumb|none|400px|M1919A6, post-WWII manufacture with conical muzzle booster - .30-06 Springfield]]&lt;br /&gt;
[[File:RS2M1919-1.jpg|thumb|none|600px|The M1919A6 with it's parkerized finish.]]&lt;br /&gt;
[[File:RS2M1919Sights.jpg|thumb|none|600px|The sights, with the same U notch/Aperture setup as the BAR.]]&lt;br /&gt;
[[File:RS2M1919Reload.jpg|thumb|none|600px|Reloading by opening the top cover and removing the belt.]]&lt;br /&gt;
[[File:RS2M1919Reload2.jpg|thumb|none|600px|Replacing the belt and charging the handle.]]&lt;br /&gt;
&lt;br /&gt;
===M60 GPMG===&lt;br /&gt;
The [[M60]] is the main machine gun of the American forces, and only available to the Machine Gunner. &amp;quot;The Pig&amp;quot; is issued with either three 100-round belt boxes, or a single 200-round belt of 7.62x51mm ammunition, with one in five a tracer. Its rear leaf sight is adjustable for elevation in 100-meter increments, from 400m to 1100m. It also has a bipod usable when prone or behind cover. With a relatively controllable rate of fire, decent stability and easy to read sights, It is flexible enough to be useful for use with either the bipod or off-hand in a more mobile role.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|400px|M60 machine gun with bipod extended - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2VM60I.jpg|thumb|none|600px|The M60 loaded with a 100-round box.]]&lt;br /&gt;
[[File:RS2VM60A.jpg|thumb|none|600px|Aiming the M60 through the adjustable post and leaf.]]&lt;br /&gt;
[[File:RS2VM60W.jpg|thumb|none|600px|Like Red Orchestra games prior, firing a sustained burst for too long can damage the barrel, warping it which decreases accuracy drastically.]]&lt;br /&gt;
[[File:RS2VM60R.jpg|thumb|none|600px|Reloading by opening the top cover and replacing the box.]]&lt;br /&gt;
&lt;br /&gt;
===L2A1===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[FN_FAL#L1A1|L2A1 machine gun]] is available to the Australian Machine Gunner and is outfitted with a foregrip/bipod hybrid. With the bipod down and mounted, it's a fairly efficient LMG only hampered by the 30-round magazine size, but has the ability to change between semi-auto and full auto.&lt;br /&gt;
[[Image:L2A1.jpg|thumb|none|400px|L2A1 with 30-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2V L2A1 Idle.jpg|thumb|none|600px|Contrary to the incorrect British issue L1A1, the L2A1 is correctly depicted as an Australian production.]]&lt;br /&gt;
[[File:RS2V L2A1 Aim.jpg|thumb|none|600px|L2A1 iron sights.]]&lt;br /&gt;
[[File:RS2V L2A1 Reload.jpg|thumb|none|600px|Reloading the L2A1 is similar to the normal L1A1.]]&lt;br /&gt;
[[File:RS2V L2A1 Bipod.jpg|thumb|none|600px|Unfolding the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers and Flamethrowers==&lt;br /&gt;
===M79 Grenade Launcher===&lt;br /&gt;
The [[M79]] &amp;quot;Thumper&amp;quot; Grenade Launcher is the only explosive launcher available to the US forces. A variety of 40x46mm ammunition is available for different situations : 6 rounds of High-Explosive and 2 rounds of masking smoke, 6 rounds of HE and another 6 rounds of Buckshot, or simply 9 HE grenades. The HE rounds have a realistic arming distance of about 15 meters : within this range, they won't explode if they hit their target, or a barrier. Unexploded 40mm rounds still so damage, and can kill with a well-placed shot : managing this will earn the player the 'Thumper' achievement. Finally, the M79's rear sight is adjustable for elevation from 50 to 300 meters, in 25 meters increments.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:RS2VM79I.jpg|thumb|none|600px|M79 in-game.]]&lt;br /&gt;
[[File:RS2VM79A.jpg|thumb|none|600px|Aiming the M79, the sight is fully adjustable up to 300 meters.]]&lt;br /&gt;
[[File:RS2VM79R.jpg|thumb|none|600px|Reloading the M79 with a 40mm HE grenade.]]&lt;br /&gt;
&lt;br /&gt;
===M9A1-7 Flamethrower===&lt;br /&gt;
The US Combat Engineer has the [[M9 Flamethrower|M9A1]] flamethrower as an option.&lt;br /&gt;
[[File:M9A1-7 Flamethrower.jpg|thumb|none|350px|M9A1-7 Flamethrower]]&lt;br /&gt;
[[File:RS2VM9I.jpg|thumb|none|600px|M9A1 in first-person.]]&lt;br /&gt;
[[File:RS2VM9F.jpg|thumb|none|600px|M9A1 during firing.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades and Explosives==&lt;br /&gt;
===M112 Demolition Charge===&lt;br /&gt;
The Combat Engineer can equip a M112 C4 charge. It can either be stuck on a surface or thrown a short distances and is detonated using a M57 firing device.&lt;br /&gt;
[[Image:M112.jpg|thumb|none|400px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:C4 holding.jpg|thumb|none|600px|M112 C4 demolition charge in first-person.]]&lt;br /&gt;
[[File:C4 throwing.jpg|thumb|none|600px|The M112 during the throwing animation.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore===&lt;br /&gt;
The Marksman has one [[M18A1 Claymore|Claymore mine]], and the Pointman has two. It can be placed on the ground, and then detonated with a M57 switch, sending dozens of deadly fragments in the direction the front of the mine faces.&lt;br /&gt;
[[Image:M18A1.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine with command cable and M57 'clacker' detonator switch]]&lt;br /&gt;
[[File:Claymore holding.jpg|thumb|none|600px|Holding the M18A1 Claymore mine.]]&lt;br /&gt;
[[File:Claymore detonator.jpg|thumb|none|600px|Front end of the Claymore.]]&lt;br /&gt;
[[File:Claymore detonation.jpg|thumb|none|600px|Dispersion of projectiles after detonation.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
The standard smoke grenade for all South Vietnam aligned factions.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|400px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:M18Smoke.jpg|thumb|none|600px|In-game M18 smoke grenade with the painted band that indicates it's purple smoke.]]&lt;br /&gt;
&lt;br /&gt;
===M34 White Phosphorous Grenade===&lt;br /&gt;
The [[M34 White Phosphorous grenade]] is an incendiary smoke grenade available for South Vietnamese and US forces.&lt;br /&gt;
&lt;br /&gt;
[[Image:M34 2-1-.jpg|thumb|none|250px|M34 White Phosphorous grenade]]&lt;br /&gt;
[[File:RS2M34.jpg|thumb|none|600px|The M34 in-game, note the period correct white grenade casing.]]&lt;br /&gt;
[[File:RS2M34Explosion.jpg|thumb|none|600px|M34 dispersion of smoke.]]&lt;br /&gt;
&lt;br /&gt;
===M61 Fragmentation Grenade===&lt;br /&gt;
The main hand grenade for the South Vietnamese aligned forces is the [[M61 Hand Grenade|M61]] fragmentation grenade, which was the updated version of the M26.&lt;br /&gt;
[[Image:M26 grenade Vietnam War.jpg|thumb|none|350px|M61 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RS2VM61I.jpg|thumb|none|600px|Holding the M61 grenade.]]&lt;br /&gt;
[[File:RS2VM61P.jpg|thumb|none|600px|Pulling the M61's pin.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted Weapons==&lt;br /&gt;
&lt;br /&gt;
===M2 Browning===&lt;br /&gt;
The [[Browning M2HB]] appears in-game as counterpart to the DSHk, both as a tripod mounted HMG in locations as well as a portable version for deploying in the field. The M2HB uses 100-round .50 BMG boxes of ammunition.&lt;br /&gt;
[[Image:Browning-M2-Heavy-Barrel-w-Tripod.jpg|thumb|none|400px|left|Browning M2HB on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:RS2M2Browning.jpg|thumb|none|600px|The M2 deployed.]]&lt;br /&gt;
[[File:RS2M2BrowningSights.jpg|thumb|none|600px|The sights on the M2 can be adjusted between 200m to 1500m.]]&lt;br /&gt;
[[File:RS2M2Reload1.jpg|thumb|none|600px|Reloading the M2 by opening the feed tray and lifting the pawl.]]&lt;br /&gt;
[[File:RS2M2BrowningReload2.jpg|thumb|none|600px|Swapping ammo cans.]]&lt;br /&gt;
[[File:RS2M2BrowningReload3.jpg|thumb|none|600px|Seating the belt, closing the tray and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===M60D Machine Gun===&lt;br /&gt;
Two [[M60#M60D Machine Gun|M60D Machine Guns]] are mounted on the UH-1 'Huey' transport helicopter, one on each side used by passengers.&lt;br /&gt;
[[Image:M60d.jpg|thumb|none|400px|M60D machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Huey M60D.jpg|thumb|none|600px|In-game look at the M60D.]]&lt;br /&gt;
&lt;br /&gt;
===M134 Minigun===&lt;br /&gt;
The [[M134 Minigun]] is mounted on the side of the OH-6 'Loach' light scout/attack helicopter, and on the chin turret of the AH-1 Cobra attack helicopter.&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Loach m134.jpg|thumb|none|600px|The M134 mount on the side of the OH-6.]]&lt;br /&gt;
[[File:Cobra M134.jpg|thumb|none|600px|The Minigun on the Cobra's chin turret mount.]]&lt;br /&gt;
&lt;br /&gt;
===M195 Cannon===&lt;br /&gt;
The [[M61 Vulcan|M195 20mm Gatling Gun]], a short-barrelled variant of the M61 Vulcan, is mounted on the side of the AH-1 Cobra attack helicopter.&lt;br /&gt;
[[File:M195.jpg|thumb|none|400px|M195 Cannon in M35 Armament System - 20x102mm Vulcan]]&lt;br /&gt;
[[File:Cobra M195 2.jpg|thumb|none|600px|The cannon on the Cobra's left side.]]&lt;br /&gt;
&lt;br /&gt;
===M129 Grenade Launcher===&lt;br /&gt;
The M129 40mm Grenade Launcher is mounted on the chin turret of the AH-1 Cobra, next to the [[M134 Minigun]].&lt;br /&gt;
[[File:M129.jpg|thumb|none|400px|M129 Grenade Launcher, 40x46mm or 40x53mm]]&lt;br /&gt;
[[File:Cobra M129.jpg|thumb|none|600px|The M129 to the right of the Minigun on the chin turret mount.]]&lt;br /&gt;
&lt;br /&gt;
===M158 Rocket Launcher===&lt;br /&gt;
The M158 Rocket Launcher, or Rocket Pod, holds seven 70mm rockets. Three are mounted on the sides of the AH-1 Cobra attack helicopter.&lt;br /&gt;
[[File:800px-XM158 Rocket Pod.jpg|thumb|none|400px|M158 Rocket Pod]]&lt;br /&gt;
[[File:Cobra M158.jpg|thumb|none|600px|The front of the rocket launcher pod]]&lt;br /&gt;
[[File:Cobra M158 3.jpg|thumb|none|600px|Rear side of the rocket launcher pod.]]&lt;br /&gt;
&lt;br /&gt;
=Weapons of the NVA/PAVN and the VC/NLF=&lt;br /&gt;
==Sidearms==&lt;br /&gt;
===Tokarev TT-33===&lt;br /&gt;
The [[Tokarev TT-33]] appears as the main sidearm for the North Vietnamese forces. It holds 8 rounds of 7.62x25mm Tokarev per magazine.&lt;br /&gt;
[[Image:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:RS2VTT33I.jpg|thumb|none|600px|The T-33 in-game.]]&lt;br /&gt;
[[File:RS2VTT33A.jpg|thumb|none|600px|Aiming the TT-33 showing the tall, narrow sights.]]&lt;br /&gt;
[[File:RS2VTT33R.jpg|thumb|none|600px|Reloading the TT-33.]]&lt;br /&gt;
&lt;br /&gt;
===Makarov PM===&lt;br /&gt;
Introduced in the 1.03 update on August 2017, the [[Makarov PM]] was made available for Communist forces as an alternative to the TT-33.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:RS2 PM (1).jpg|thumb|none|600px|The Makarov in first-person.]]&lt;br /&gt;
[[File:RS2 PM (2).jpg|thumb|none|600px|Aiming the PM.]]&lt;br /&gt;
[[File:RS2 PM (3).jpg|thumb|none|600px|Performing an ammo check.]]&lt;br /&gt;
[[File:RS2 PM (4).jpg|thumb|none|600px|Reloading the PM.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===MAT-49===&lt;br /&gt;
The [[MAT-49]] is a usable submachine gun for the North Vietnamese forces. Players can choose between the original French 9mm version or the Vietnamese 7.62x25mm Tokarev conversion, the latter has an increased fire rate. The MAT is a very useful SMG for close quarters combat in either version with a potent high rate of fire, relative accuracy and some stability.&lt;br /&gt;
[[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:MAT-49 7.62mm Soviet.jpg|thumb|none|500px|A MAT-49 SMG captured by Communist Forces during the French-Indochina War and converted to 7.62x25mm Tokarev.]]&lt;br /&gt;
[[File:RS2VMATI.jpg|thumb|none|600px|The MAT-49 in-game.]]&lt;br /&gt;
[[File:RS2VMATA.jpg|thumb|none|600px|Aiming the MAT-49, the sight is flippable between 50m and 100m, with a bigger aperture for 100.]]&lt;br /&gt;
[[File:RS2VMATR.jpg|thumb|none|600px|Reloading the MAT-49 by flicking the magazine release.]]&lt;br /&gt;
[[File:RS2 MAT-49 (1).jpg|thumb|none|600px|Performing an ammo check on the 7.62x25 MAT-49.]]&lt;br /&gt;
[[File:RS2 MAT-49 (2).jpg|thumb|none|600px|Pulling the MAT's charging handle on an empty reload.]]&lt;br /&gt;
[[File:RS2 MAT-49(3).jpg|thumb|none|600px|Collapsing the stock.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] was added to the game in Update 1.2 as a submachine gun for the NLF. This serves as a far more controllable but lower volume of fire counter part to the MAT-49 and PPSH.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|400px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:RS2MP40.jpg|thumb|none|600px|The MP40 in-game.]]&lt;br /&gt;
[[File:RS2MP40sights.jpg|thumb|none|600px|The sights, adjustable out to 200 meters.]]&lt;br /&gt;
[[File:RS2MP40Reload1.jpg|thumb|none|600px|Replacing the magazine.]]&lt;br /&gt;
[[File:RS2MP40Reload2.jpg|thumb|none|600px|Charging the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===PPSh-41===&lt;br /&gt;
The [[PPSh-41]] is another usable submachine gun for the North Vietnamese forces, having a much higher fire rate than the [[MAT-49]]. Like in ''[[Red Orchestra 2: Heroes of Stalingrad|Red Orchestra 2]]'', the PPSh starts off with 35-round magazines, though the original 71-round drum magazines are also available in the loadout screen. The fire selector is also usable on the base weapon. The PPSh is decent with the only problem of the high rate of fire clashing with the small magazine size.&lt;br /&gt;
[[Image:Ppsh41.jpg|thumb|none|400px|PPSh-41 Submachine Gun with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:RS2VPPSHI.jpg|thumb|none|600px|PPSh-41 in-game.]]&lt;br /&gt;
[[File:RS2VPPSHA.jpg|thumb|none|600px|Aiming the PPSh-41.]]&lt;br /&gt;
[[File:RS2VPPSHR.jpg|thumb|none|600px|Reloading the PPSh-41 by inserting a stick mag.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===IZH-58===&lt;br /&gt;
A double-barreled IZH-58 shotgun is usable for the North Vietnamese forces in both full-length, Coach Gun and sawed-off versions. The sawn-off version appears to reload slightly faster and is limited to 00 Buckshot while the Coach Gun and full-length versions are able to use 1oz Slugs in addition to Buckshot.&lt;br /&gt;
&lt;br /&gt;
Weirdly enough, it was called the &amp;quot;IZH-43&amp;quot; in the beta, which was the replacement to the IZH-58 introduced in 1986, then it was renamed the period accurate &amp;quot;IZH-58&amp;quot;. However, in a recent update the IZh-58 was painted gloss black and simply dubbed the &amp;quot;SxS shotgun&amp;quot; likely to address the question of how a Soviet double barreled shotgun ends up in the fields of Vietnam.&lt;br /&gt;
[[Image:Dubeltowkaizh43emjg6.jpg|thumb|400px|none|[[Baikal IZH-43]], similar to the IZH-58 - 12 Gauge]]&lt;br /&gt;
[[File:RS2VIZHI.jpg|thumb|none|600px|The IZH-58 as seen in game.]]&lt;br /&gt;
[[File:RS2VIZHA.jpg|thumb|none|600px|Aiming the IZH-58.]]&lt;br /&gt;
[[File:RS2VIZHR.jpg|thumb|none|600px|Reloading the IZH after only firing one shot.]]&lt;br /&gt;
[[File:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|For comparision: Stevens 1960s SBS with the barrels sawed-off - 12 Gauge (Photoshopped).]]&lt;br /&gt;
[[File:RS2VSIZHI.jpg|thumb|none|600px|Sawed-off counterpart to the IZH.]]&lt;br /&gt;
[[File:RS2VSIZHA.jpg|thumb|none|600px|Aiming the sawed-off.]]&lt;br /&gt;
[[File:RS2VSIZHR.jpg|thumb|none|600px|Reloading the sawed-off by inserting two shells into the breech.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===AKM / Type 56 / Type 56-1===&lt;br /&gt;
Several AK-pattern rifles grouped under the &amp;quot;[[AK-47]]&amp;quot; classification are available to the Rifleman on the North Vietnamese side :&lt;br /&gt;
&lt;br /&gt;
- the [[AK-47#AKM|AKM]], with its fixed wood stock, 'bakelite' pistol grip, ribbed dust cover and open front sight ring. It accepts a Type II bayonet and is the most average of all the AK variants with relatively accurate fire, controllable full auto fire and overall good performance.&lt;br /&gt;
&lt;br /&gt;
- the [[AK-47#Norinco Type 56|Type 56]], that differs with its wood pistol grip, smooth dust cover, higher full auto fire rate and fully enclosed front sight ring. It also has integrated spike bayonet which can be unfolded. &lt;br /&gt;
&lt;br /&gt;
- the [[AK-47#Norinco Type 56|Type 56-1]] is the underfolding variant of the Type 56. It doesn't have a bayonet but can have the stock folded to make it more compact and less controllable. &lt;br /&gt;
&lt;br /&gt;
All three rifles come with three spare 30-round steel magazines. They can be fired in semi or fully-automatic, and while the fire selector is not animated and stays in the 'Safe' position, for some reason, the hand of the character actually moves down when switching to semi, and moves up when switching to fully-auto, which is some welcome attention to detail. The rear sight of all the rifles are adjustable for elevation from 100m to 800m in 100-meters increments, which is correct for the Type 56 guns, but not for the AKM which should be able to go up to 1000m.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKM_holding.jpg|thumb|none|600px|Holding a captured AKM on the training range.]]&lt;br /&gt;
[[File:AKM affixing bayonet.jpg|thumb|none|600px|Affixing a Type II bayonet on the rifle.]]&lt;br /&gt;
[[File:AKM sights hue city.jpg|thumb|none|600px|Firing at the enemy. Death is peeking around the corner on the left.]]&lt;br /&gt;
[[File:RS2 AKM (1).jpg|thumb|none|600px|Reloading a wet AKM with its bayonet attached.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:ChineseType56.jpg|thumb|none|400px|Norinco Type 56 (fixed stock variant) with under-folding bayonet (&amp;quot;pig sticker&amp;quot;) which was standard on PLA-issue Type 56s - 7.62x39mm]]&lt;br /&gt;
[[File:RS2VT56I.jpg|thumb|none|600px|A Marine takes a Type 56 for a spin while on patrol.]]&lt;br /&gt;
[[File:RS2VT56A.jpg|thumb|none|600px|Aiming the Type 56 reveals the Type 56 special fully hooded front sight.]]&lt;br /&gt;
[[File:RS2VT56R.jpg|thumb|none|600px|Reloading the Type 56 by yanking a mag out and rocking a new one in.]]&lt;br /&gt;
[[File:RS2 Type 56 (1).jpg|thumb|none|600px|Back in Hue, a VC does a mag check with his Type 56.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Type56S.jpg|thumb|none|400px|Norinco Type 56-1 (under-folding stock variant) - 7.62x39mm]]&lt;br /&gt;
[[File:Type 56-1 folding.jpg|thumb|none|600px|A VC runs while folding the stock to his Type 56-1 for close quarters blasting.]]&lt;br /&gt;
[[File:Type 56-1 firing.jpg|thumb|none|600px|Which looks like this, presumably so you don't take the receiver cover to the teeth.]]&lt;br /&gt;
[[File:RS2 Type 56-1 (1).jpg|thumb|none|600px|Charging the Type 56-1 at the end of the reload by yanking it with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-49===&lt;br /&gt;
The [[MAS-49]] was added to the game in Update 1.3 in 3 basic flavors. All in all, a punchy battle rifle with good accuracy, power and a fun mix of options such as...&lt;br /&gt;
&lt;br /&gt;
- The standard variant with iron sights, available to scouts and many Early War classes.&lt;br /&gt;
&lt;br /&gt;
- The grenade launcher version, available to the Sapper which allows for the use of 6 HE Rifle Grenades.&lt;br /&gt;
&lt;br /&gt;
- And the Marksman version, which rocks an APX scope and is used by the Marksman.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAS-49-firstmodel.jpg|thumb|none|400px|MAS-49 - 7.5x54mm French]]&lt;br /&gt;
[[File:RS2MAS49.jpg|thumb|none|600px|First, it's the humble normal version of the MAS49 rifle.]]&lt;br /&gt;
[[File:RS2MAS49sights.jpg|thumb|none|600px|The iron sights, good if a tad cramped by eating most of the screen.]]&lt;br /&gt;
[[File:RS2MAS49Reload1.jpg|thumb|none|600px|Like the M14, the MAS has a different reload animation for when the gun isn't empty. If so, then a stripper clip will be used to top the gun off.]]&lt;br /&gt;
[[File:RS2MAS49Reload2.jpg|thumb|none|600px|If it's properly empty, then the soldier will instead swap mags...]]&lt;br /&gt;
[[File:RS2MAS49Reload3.jpg|thumb|none|600px|Before giving the charging handle a good ol tug.]]&lt;br /&gt;
[[File:RS2MAS49Scoped.jpg|thumb|none|600px|The Marksman's special scoped variant complete with period correct APX scope.]]&lt;br /&gt;
[[File:RS2MAS49Scoped2.jpg|thumb|none|600px|The scope's reticle, very similar to the M91/30.]]&lt;br /&gt;
[[File:RS2MAS49GrenadeLauncher.jpg|thumb|none|600px|And finally, the grenade launching version. First a grenade is mounted...]]&lt;br /&gt;
[[File:RS2MAS49GrenadeLauncher2.jpg|thumb|none|600px|A blank is inserted into the magazine...]]&lt;br /&gt;
[[File:RS2MAS49GrenadeLauncherAiming.jpg|thumb|none|600px|Before the gun is put to the ground and ready to rumble. The range is dialed in by adjusting the grenade up and down on the spigot.]]&lt;br /&gt;
[[File:RS2MAS49GrenadeLauncherKaboom.jpg|thumb|none|600px|With predictable results.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant M91/30===&lt;br /&gt;
The [[Mosin-Nagant M91/30]] is the oldest gun in the game, available to the North Vietnamese factions in both the standard and sniper rifle variants. Rather hilariously, there is an achievement for getting kills with the non-scoped Mosin, fittingly dubbed &amp;quot;It belongs in a museum!&amp;quot;. Both Mosin variants are entertainingly powerful in the same &amp;quot;twomp&amp;quot; way that makes the shotguns fun. While the scoped version is a very adequate sniper rifle, the un-scoped one is a slightly less useful rifle that has good accuracy and power and nothing else outside of massive entertainment when you finally kill a guy.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|400px|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[File:RS2VMNI.jpg|thumb|none|600px|A Marine channels his inner Papa-San with his M91/30, note the correct straight bolt handle.]]&lt;br /&gt;
[[File:RS2VMNA.jpg|thumb|none|600px|The irons, a round globe and post out front, a sight leaf and notch in the rear, simple.]]&lt;br /&gt;
[[File:RS2VMNB.jpg|thumb|none|600px|Operating the unscoped Mosin-Nagant's bolt and putting the fear of God and 7.62x54R in the trees.]]&lt;br /&gt;
[[File:RS2VMNR.jpg|thumb|none|600px|Having scared the foliage with boolet, the Marine treats his Mosin to a fresh stripper clip.]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|400px|Mosin Nagant M91/30 Sniper Rifle with Russian PU 3.5x sniper scope]]&lt;br /&gt;
[[File:RS2VSMNI.jpg|thumb|none|600px|Not to be stopped from stealing guns from the cache, the Marine takes out a sniper variant with correct turned down bolt handle.]]&lt;br /&gt;
[[File:RS2VSMNA.jpg|thumb|none|600px|The scope view, a post with two lines next to the point. The rather high placement of the reticle is accurate, although a later update allowed for a selectable option to have the reticle in the center of the scope like RO2.]]&lt;br /&gt;
[[File:RS2VSMNB.jpg|thumb|none|600px|Giving the bolt a yank.]]&lt;br /&gt;
[[File:RS2VSMNR.jpg|thumb|none|600px|And reloading it.]]&lt;br /&gt;
&lt;br /&gt;
===SKS-45===&lt;br /&gt;
The [[SKS]] appears as a usable rifle to the PAVN/VC forces. A decent all-arounder rifle, the SKS is mostly used by classes who get either this or a shotgun so if you don't want to be angry Papa-san running around with his hunting gun, here you go.&lt;br /&gt;
[[Image:Simonov-Russian-SKS45.jpg|thumb|none|400px|Russian SKS - 7.62x39mm]]&lt;br /&gt;
[[File:RS2VSKSI.jpg|thumb|none|600px|The fun doesn't stop from the stockpile, so the Marine takes his SKS to do the original version of &amp;quot;going innawoods&amp;quot;.]]&lt;br /&gt;
[[File:RS2VSKSA.jpg|thumb|none|600px|Aiming the SKS reveals the most familiar sight picture on the planet..]]&lt;br /&gt;
[[File:RS2VSKSR.jpg|thumb|none|600px|Reloading the SKS by stuffing a fresh clip in. The non-dry reload will differ by having the soldier dump the spare rounds out, then lock the bolt back and feed in a new clip.]]&lt;br /&gt;
[[File:RS2 SKS (1).jpg|thumb|none|600px|A wayward PAVN soldier brass checks his SKS after hearing the sound of distant surf rock.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov===&lt;br /&gt;
The [[SVD Dragunov]] appears as another sniper rifle for the North Vietnamese forces; its semi-automatic operation and box magazines are key advantages over the scoped Mosin-Nagant.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[File:RS2VSVDI.jpg|thumb|none|600px|A Marine has fun with the fanciest gun in the VC Arsenal.]]&lt;br /&gt;
[[File:RS2VSVDA.jpg|thumb|none|600px|Aiming down the PSO-1 scope, a fairly accurate render of the reticle, and one of the only guns with a sealed off sight picture, accounting for the rubber eyepiece.]]&lt;br /&gt;
[[File:RS2VSVDR.jpg|thumb|none|600px|Reloading the Dragunov by yanking the mag out, the oft forgotten hold open is correctly rendered in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Degtyaryov DP-28===&lt;br /&gt;
The [[DP-28]] from ''[[Red Orchestra 2: Heroes of Stalingrad|Red Orchestra 2]]'' returns as an available machine gun for the North Vietnamese forces. While it might seem useless in comparison to the sheer firepower of the RPD, the DP has the advantage of being relatively controllable straight from the shoulder and coming with more than just 1-2 drums.&lt;br /&gt;
[[Image:DP-28.jpg|thumb|none|400px|Degtyaryov DP-28 - 7.62x54mm R]]&lt;br /&gt;
[[File:RS2VDPI.jpg|thumb|none|600px|The Marine takes the hero of the Great Patriotic War for a spin.]]&lt;br /&gt;
[[File:RS2VDPA.jpg|thumb|none|600px|The DP's sights, a notch and wings in front, and a leaf in the rear.]]&lt;br /&gt;
[[File:RS2VDPR.jpg|thumb|none|600px|Reloading by opening the bolt, swapping pans and smacking the fresh one on.]]&lt;br /&gt;
&lt;br /&gt;
===Degtyaryov RP-46===&lt;br /&gt;
The [[Degtyaryov RP-46|RP-46]], the belt-fed version of the DP-28 was added in Update 1.3 as an alternative to either the RPD or DP-28. What it lacks in total ammo capacity and spare rounds is made up for by allowing high power belt fed covering fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:RP46.jpg|thumb|none|400px|RP-46 - 7.62x54mm R]]&lt;br /&gt;
[[File:RS2RP46.jpg|thumb|none|600px|The RP-46 in-game, the red headed step child between the DP and RPD rarely seen in games.]]&lt;br /&gt;
[[File:RS2RP46sights.jpg|thumb|none|600px|The sights, fittingly similar to the parent DP, here misaligned due to the photo being taken mid mag dump.]]&lt;br /&gt;
[[File:RS2RP46Reload1.jpg|thumb|none|600px|The reload animation for this gun is pretty seldom seen since it's issued with one belt. But the magic of supply boxes means we get to watch Charlie open the belt feed tray and swap belts...]]&lt;br /&gt;
[[File:RS2RP46Reload2.jpg|thumb|none|600px|Before closing the cover and charging the gun.]]&lt;br /&gt;
&lt;br /&gt;
===Degtyaryov RPD===&lt;br /&gt;
The [[RPD]] appears as the main light machine gun for the North Vietnamese forces, serving as a direct counterpart to the M60 with relatively controllable rate of fire, stability and sheer entertainment at folding the bipod up and running straight into battle like a madman. It uses the 100-round drum by default, but a 200-round belt variant was added in Update 1.2.&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|400px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RS2VRPDI.jpg|thumb|none|600px|A Marine holds a disused RPD and wonders why SOG likes these so much.]]&lt;br /&gt;
[[File:RS2VRPDA.jpg|thumb|none|600px|Aiming the RPD with it's big sights, similar to the AK.]]&lt;br /&gt;
[[File:RS2VRPDW.jpg|thumb|none|600px|Like the M60 and the other MG's in game, firing too long will cause the barrel to warp.]]&lt;br /&gt;
[[File:RS2VRPDR.jpg|thumb|none|600px|Reloading the still toasty RPD, a bad idea as this might lead to cook offs.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The iconic [[RPG-7]] appears as the main launcher for the North Vietnamese forces, coming with the launcher plus 3 rounds. While it must be aimed before you actually fire, it's impressively decimating against both ground targets and helicopters. In a rare sight seldom seen in video games, there is a rendered backblast upon firing. The entire rear of the launcher becomes deadly for 10m back and can easily kill allies, enemies and yourself if you aren't careful.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RS2VRPGS.jpg|thumb|none|600px|Like in Tripwire's other game [[Killing Floor 2]], the player cocks the hammer on the RPG off before firing.]]&lt;br /&gt;
[[File:RS2VRPGI.jpg|thumb|none|600px|Having eaten too many RPG's while playing Pilot, a Marine gets to play with the bane of his existence.]]&lt;br /&gt;
[[File:RS2VRPGA.jpg|thumb|none|600px|Aiming the RPG-7, sights so simple you can use it against anything.]]&lt;br /&gt;
[[File:RS2VRPGR.jpg|thumb|none|600px|Reloading the RPG-7 by stuffing a fresh rocket down the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades and Explosives==&lt;br /&gt;
===MD-82 Mine===&lt;br /&gt;
The North Vietnamese Sapper class comes armed with the MD-82 mine, a copy of the American [[M14 anti-personnel mine]]. Carrying 5 of these little bundles of fun, the MD-82 is really only useful for rigging up entryways as it's famed &amp;quot;toe popping&amp;quot; is rendered in underwhelming detail.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14Mine.jpg|thumb|none|400px|M14 anti-personnel mine with safety clip attached.]]&lt;br /&gt;
[[File:RS2MD82.jpg|thumb|none|600px|A PAVN Sapper holds a tiny MD-82 in his hand.]]&lt;br /&gt;
[[File:RS2MD82-1.jpg|thumb|none|600px|Prepping the MD-82 requires to first bury the grenade in the dirt...]]&lt;br /&gt;
[[File:RS2MD82-2.jpg|thumb|none|600px|Before pulling the pin, rendering it live.]]&lt;br /&gt;
&lt;br /&gt;
===RGD-1 Smoke Grenade===&lt;br /&gt;
The Soviet RGD-1 Smoke Grenade appears as the North Vietnamese smoke grenade of choice, albeit only in white.&lt;br /&gt;
&lt;br /&gt;
[[File:RDG-1 Diagram.jpg|thumb|none|250px|RDG-1 smoke grenade diagram]]&lt;br /&gt;
[[File:RS2RGD-1.jpg|thumb|none|600px|A PAVN Squad Leader prepares to cover the range with his RGD-1.]]&lt;br /&gt;
[[File:RS2RGD-1-2.jpg|thumb|none|600px|Like the later pattern RGD-2, the RGD-1 is set off by removing the top cover and striking the top casing.]]&lt;br /&gt;
&lt;br /&gt;
===Type 67 Grenade===&lt;br /&gt;
The North Vietnamese forces use the Type 67 as their standard grenade, functioning around the same as the M61.&lt;br /&gt;
&lt;br /&gt;
[[Image:Type67Grenade.jpg|thumb|none|300px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[File:RS2Type67.jpg|thumb|none|600px|A Vietcong soldier shows us his handy Chinese potato masher.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted Weapons==&lt;br /&gt;
===DShK Heavy Machine Gun===&lt;br /&gt;
Several maps have [[DShK heavy machine gun]] mounted on tripod mounts for the North Vietnamese. Feeding from standard 50-round boxes, the DShK is used both for firing on infantry but especially for anti-air and anti-helicopter roles. A player-deployable version was added in Update 1.2.&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[File:RS2DSHk.jpg|thumb|none|600px|A PAVN recruit gets some trigger time behind the DSHk.]]&lt;br /&gt;
[[File:RS2DSHkFiring.jpg|thumb|none|600px|The recruit lets loose, allowing us to see the large sights as well as terrifically big muzzle flash.]]&lt;br /&gt;
[[File:RS2DSHkReload.jpg|thumb|none|600px|The reload begins as usual by lifting the top cover...]]&lt;br /&gt;
[[File:RS2DSHkReload2.jpg|thumb|none|600px|Swapping ammo boxes...]]&lt;br /&gt;
[[File:RS2DSHkReload3.jpg|thumb|none|600px|Before fixing the belt, closing the top cover and racking the charging handle with help of a spent case.]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Rising_Storm_2:_Vietnam&amp;diff=1300111</id>
		<title>Rising Storm 2: Vietnam</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Rising_Storm_2:_Vietnam&amp;diff=1300111"/>
		<updated>2019-10-10T00:19:00Z</updated>

		<summary type="html">&lt;p&gt;DevaKitty: /* PPSh-41 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{incomplete}}&lt;br /&gt;
{{Infobox Video Game|{{PAGENAME}}&lt;br /&gt;
|name      = Rising Storm 2: Vietnam&lt;br /&gt;
|picture   = RS2 logo.jpg&lt;br /&gt;
|date      = May 30, 2017&lt;br /&gt;
|developer = Antimatter Games&amp;lt;br&amp;gt;Tripwire Interactive&lt;br /&gt;
|publisher = Tripwire Interactive&lt;br /&gt;
|series    =&lt;br /&gt;
|platforms = PC&lt;br /&gt;
|genre     = First-Person Shooter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The direct sequel to ''[[Red Orchestra 2: Rising Storm]]'', '''''Rising Storm 2: Vietnam''''' brings the intense tactical realism of Tripwire Interactive's ''Red Orchestra'' series into the the Vietnam War, at the height of American involvement, with the notable continuation of asymmetrical faction elements from the previous title (such as the helicopters and air support of the American forces versus the tunnel spawn system of the Vietnamese forces). Both the United States Army and Marine Corps are present in levels based on their respective battles of the war, fighting against either the National Liberation Front (Viet Cong) or the People's Army of Vietnam (North Vietnamese Army). A new feature of this title is the ability for the player to customize the personal appearance of their in-game character, differentiated between the five factions and the additional helicopter pilot class of the US forces.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons appear in the video game ''Rising Storm 2: Vietnam (2017)'''''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Weapons of the US Army, USMC, ARVN and the Australian Army=&lt;br /&gt;
==Sidearms==&lt;br /&gt;
===Colt M1911A1===&lt;br /&gt;
As with the previous title, the [[M1911_pistol_series#M1911A1|Colt M1911A1]] is available as a sidearm to most classes in the US forces as well as the ARVN, with the exception of the Grunt, and the Radioman and Combat Engineer on some maps. The Australian Commander class can also use it. It comes with two spare 7-round magazines.&lt;br /&gt;
[[File:M1911Colt.jpg|thumb|none|350px|Colt M1911A1 - .45 ACP]]&lt;br /&gt;
[[File:M1911A1 holding.jpg|thumb|none|600px|Holding the Colt with one hand.]]&lt;br /&gt;
[[File:M1911 brass check.jpg|thumb|none|600px|Like with many weapons in the game, the player character performs a brass check when the reload key is hit if the magazine is full.]]&lt;br /&gt;
[[File:M1911A1 shooting2.jpg|thumb|none|600px|Firing the pistol at a VC Machine Gunner.]]&lt;br /&gt;
[[File:M1911A1 reloadingfromempty.jpg|thumb|none|600px|Reloading the gun.]]&lt;br /&gt;
&lt;br /&gt;
===M1917 Revolver===&lt;br /&gt;
Added in the 1.03 update, the [[M1917 Revolver]] is an alternative to the 1911 pistol for South Vietnamese forces issued with a sidearm. It is fired in double-action mode with a significantly long trigger pull and poor accuracy, but the hammer can also be cocked manually before each shot to eliminate the delay and the accuracy penalty. The revolver is loaded using two half-moon clips, and comes with 6 spares for a total of the 3 reloads from empty. It cannot be reloaded if less than three rounds have been fired; the player character never ejects a clip if there are still rounds on it, so if 3 to 5 rounds have been fired, he only ejects the half-moon clip with the spent rounds on it by keeping the other one in place with his palm, and one loaded half-moon clip is placed inside the cylinder. If all the rounds have been fired, both clips are ejected and two new ones are put in place.&lt;br /&gt;
[[File:S&amp;amp;W-Model-1917.jpg|thumb|none|350px|M1917 Revolver - .45 ACP. This is the S&amp;amp;W model with the ejector rod socket, just like the in-game version.]]&lt;br /&gt;
[[File:M1917 holding.jpg|thumb|none|600px|The M1917 being held.]]&lt;br /&gt;
[[File:M1917 partial reload.jpg|thumb|none|600px|The reload sequence when 3 to 5 rounds have been fired : the clip with the spent rounds is ejected, while the other is kept in place manually.]]&lt;br /&gt;
[[File:M1917 cocking the hammer.jpg|thumb|none|600px|The hammer can be cocked manually to fire the revolver in single-action mode, which gives an accuracy boost.]]&lt;br /&gt;
&lt;br /&gt;
===Browning Hi-Power===&lt;br /&gt;
Added in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[Browning Hi-Power]] is a standard issue pistol of the Australian Army, complete with 13 round magazines and a fully adjustable rear sight. Reliable damage plus relatively low recoil and mags double the size of most of the other handguns on offer make this a popular backup for anyone playing Aussies.&lt;br /&gt;
[[File:Browning-HP-P35.jpg|thumb|none|350px|Browning Hi-Power - 9x19mm]]&lt;br /&gt;
[[File:RS2V HiPower Idle.jpg|thumb|none|600px|A GI takes some Bogan firepower to the range.]]&lt;br /&gt;
[[File:RS2V HiPower Aim.jpg|thumb|none|600px|Aiming the Hi-Power with the early pattern adjustable rear sights. And yes, you can adjust it out to 500 meters.]]&lt;br /&gt;
[[File:RS2V HiPower Reload.jpg|thumb|none|600px|Reloading the Browning Hi-Power.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
&lt;br /&gt;
===M1A1 Thompson===&lt;br /&gt;
The [[M1A1 Thompson]] was added as the standard-issue SMG for the ARVN faction in the 1.08 ARVN Update.  It comes with 30-round box magazines and can be switched between semi and full-auto fire modes. The M1A1's mostly comparable to the VC's MAT-49, a high rate of fire SMG but still relatively controllable and useful at sweeping through rooms at close quarters. The only real con I can give this one is that it suffers from the same overall low amount of spare mags that effects every SMG in the game.&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with 30-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:RS2 thompson idle.jpg|thumb|none|600px|A GI takes some Starvin ARVN toys to the range.]]&lt;br /&gt;
[[Image:RS2 thompson ironsights.jpg|thumb|none|600px|Aiming the Thompson, you can use the top notch sight for 150+ meter shots.]]&lt;br /&gt;
[[Image:RS2 thompson brasscheck.jpg|thumb|none|600px|Like all the weapons in the game you can check the remaining ammunition. Unfortunately, the bullets are static and do not visibly deplete unless the magazine is fully empty.]]&lt;br /&gt;
[[Image:RS2 Thompson reload.jpg|thumb|none|600px|Reloading which looks similar to the brass check. The M1A1's bolt hold open is both rendered in-game and partially to blame.]]&lt;br /&gt;
&lt;br /&gt;
===M3A1 Grease Gun===&lt;br /&gt;
The [[M3 / M3A1 &amp;quot;Grease Gun&amp;quot;|M3A1 Grease Gun]] is available to the Pointman, Combat Engineer, and Commander classes. It is issued with 3 spare magazines, and its wire stock can be collapsed for added maneuvrability in tight spaces which, naturally, also decreases accuracy. The Grease Gun is an entertainingly fun SMG which benefits greatly from its slow rate of fire, making it effective at close to medium range.&lt;br /&gt;
[[File:Grease3 2.jpg|thumb|none|400px|M3A1 &amp;quot;Grease Gun&amp;quot; - .45 ACP]]&lt;br /&gt;
[[File:M3A1 holding.jpg|thumb|none|600px|Carefully moving onto the objective with the Grease Gun in hand.]]&lt;br /&gt;
[[File:M3A1 sights.jpg|thumb|none|600px|The M3's sights are crude, but effective.]]&lt;br /&gt;
[[File:M3A1 Grease Gun collapsible stock.jpg|thumb|none|600px|Pulling on the rudimentary 'buttplate' of the stock to extend it.]]&lt;br /&gt;
[[File:M3A1 reload.jpg|thumb|none|600px|Pulling the bolt back at the end of a reload. [[Fury (2014)|Now you killin'.]]]]&lt;br /&gt;
&lt;br /&gt;
===Owen Submachine Gun===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[Owen Submachine Gun]] is available to the Australian Scout and Radioman. Like the M1A1, the Owen's mostly comparable to the VC's choice in SMG's. A fast firing, relatively accurate and somewhat controllable gun for sweeping through trench lines.&lt;br /&gt;
[[File:Owen-gun 400.jpg|thumb|none|400px|Owen Mk I Submachine Gun - 9x19mm.]]&lt;br /&gt;
[[File:RS2V Owen Idle.jpg|thumb|none|600px|An American soldier gets some trigger time with the Owen.]]&lt;br /&gt;
[[File:RS2V Owen Aim.jpg|thumb|none|600px|Aiming the Owen SMG with it's unusual sights.]]&lt;br /&gt;
[[File:RS2V Owen Reload.jpg|thumb|none|600px|Reloading the Owen SMG starts with a swap of the magazines...]]&lt;br /&gt;
[[File:RS2V Owen Reload2.jpg|thumb|none|600px|Before ending it with a swift tug of the rear-mounted charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===F1 Submachine Gun===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[F1 SMG|F1 Submachine Gun]] is available to the Australian Scout, Combat Engineer and Commander. While it might seem useless in comparison with it's WWII counterpart, the F1's got a much slower rate of fire over the Owen meaning it's easier to control and keep on target in combat. Plus it comes with a bayonet. &lt;br /&gt;
[[File:F1_SMG.jpg|thumb|none|400px|F1 Submachine Gun - 9x19mm.]]&lt;br /&gt;
[[File:RS2V F1 Idle.jpg|thumb|none|600px|Backwards Owen Gun, backwards Sterling, it's just how it works.]]&lt;br /&gt;
[[File:RS2V F1 Aim.jpg|thumb|none|600px|Aiming, despite the sight being this high, this is still a perfect battle zero.]]&lt;br /&gt;
[[File:RS2V F1 Reload.jpg|thumb|none|600px|Reloading by first removing the spent mag.]]&lt;br /&gt;
[[File:RS2V F1 Reload2.jpg|thumb|none|600px|Before pulling the charging handle.]]&lt;br /&gt;
[[File:RS2V F1 Bayonet.jpg|thumb|none|600px|Affixing the bayonet on the F1.]]&lt;br /&gt;
[[File:RS2 F1 (1).jpg|thumb|none|600px|Like all the other small arms you can use the ammo check feature.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===Ithaca Model 37===&lt;br /&gt;
The 12-gauge [[Ithaca 37]] pump-action shotgun, used extensively by South Vietnamese in Vietnam, is available to the Pointman and Combat Engineer classes. It comes in three distinct variants :&lt;br /&gt;
&lt;br /&gt;
- the full-size Trench Gun sports wooden furniture, a heat shield, and a bayonet lug which can mount a standard M7 bayonet. It holds 5 shells. The most controllable and simple of all the Ithaca variants, easy to use and easy to run around with in-general.&lt;br /&gt;
&lt;br /&gt;
- the 'Stakeout' Riot Gun is a handier variant, with a pistol grip and no buttstock, that also recoils a lot harder. Note that it isn't an actual 'Stakeout' model : it has a standard 20-inch barrel instead of the shortened 13-inch barrel. A handy shotgun for close quarters maps like Hue City, the Riot Gun's main problem is the lack of an ability to aim down the barrel which is somewhat compensated by the faster ADS time and better maneuverability.&lt;br /&gt;
&lt;br /&gt;
- the 'Duckbill' Conversion is fitted with an extended magazine tube that holds 8 shells, and a muzzle attachment that spreads out fired pellets in a wide, horizontal pattern. While it seems a tad redundant, the Duckbill does have some utility in that it can funnel your shot into a much easier to gauge spread meaning you're less likely to accidentally hit allies with stray pellets. Useful for close quarters maps and areas with pillboxes where a horizontal spread of shot will wipe out whoever is inside.&lt;br /&gt;
&lt;br /&gt;
Both the Trench and Riot Guns are issued with 35 shells of either 00 Buckshot (8 large pellets) or No.4 Buckshot (16 smaller pellets) : the former packs more punch, while the latter increases hit probability at extended ranges because of the sheer number of projectiles. The 'Duckbill' Conversion on the other hand comes with 32 shells of No.4 Buckshot only, to get the most out of its muzzle attachement. It is worth to note that the reload sequence for all the available Model 37 variants is performed incorrecty. When reloading from empty, the player character always puts one shell too many in the magazine tube (5 when there should be 4 for the Trench and Riot Guns, 8 when there should be 7 in the 'Duckbill' Conversion), and does so while the bolt is back so when he racks the action forward, there should be no round in the chamber. And when topping off the magazine tube, he racks the action backward before filling up the magazine tube, which is not only unnecessary but also counter-productive as it ejects an unfired shell.&lt;br /&gt;
[[File:IthacaBayo.jpg|thumb|none|400px|Ithaca 37 Trench Gun, as issued to US troops in Vietnam.]]&lt;br /&gt;
[[File:Ithaca 37 holding.jpg|thumb|none|600px|The Ithaca 37 Trench Gun as seen in first-person.]]&lt;br /&gt;
[[File:Ithaca 37 loading.jpg|thumb|none|600px|Filling up the Ithaca with 00 Buckshot.]]&lt;br /&gt;
[[File:Ithaca 37 bead.jpg|thumb|none|600px|The sighting system is a simple front bead.]]&lt;br /&gt;
[[File:Ithaca 37 bayonet.jpg|thumb|none|600px|Affixing an M7 bayonet to the Trench Gun. This version of the Ithaca 37 is the only shotgun in the game with this feature.]]&lt;br /&gt;
[[File:Ithaca37.jpg|thumb|none|400px|Ithaca 37 with &amp;quot;Stakeout-style&amp;quot; synthetic pistol grip and forend but a standard 20&amp;quot; barrel. Not unlike the game's Riot Gun.]]&lt;br /&gt;
[[File:Ithaca 37 Stakeout handy for close encounters.jpg|thumb|none|600px|Using the ammo check feature, you get a good view on the underside of the in-game model.]]&lt;br /&gt;
[[File:Ithaca 37 Stakeout blasting away.jpg|thumb|none|600px|Firing the Stakeout Riot Gun. The shotgun is actually being aimed here : it's a bit off-centre to reflect the lack of a buttstock to properly brace the gun.]]&lt;br /&gt;
[[File:IthacaExtMagTub straight.jpg|thumb|none|400px|Ithaca 37 with 7-round magazine tube, similar to the in-game 'Duckbill' Conversion only without the muzzle attachment.]]&lt;br /&gt;
[[File:Ithaca 37 duckbill muzzle.jpg|thumb|none|600px|First-person look at the muzzle attachment]]&lt;br /&gt;
[[File:Ithaca 37 duckbill 20m.jpg|thumb|none|600px|Demonstrating the relative effectiveness of the 'duckbill' attachment on the training range. Targets 2 meters apart are both hit at 20 meters distance.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
&lt;br /&gt;
===M1/M2 Carbines===&lt;br /&gt;
The [[M1 Carbine]] and its fully-automatic variant the [[M2 Carbine]] were added in update 1.07.  The M1 Carbine is available to Northern Sappers and Riflemen on some maps and comes with 15-round magazines and a well-worn appearance, while the M2 is available as an alternative primary for US Grenadiers as well as the ARVN Pointman and Rifleman and comes with 30-round magazines and can be toggled between semi-auto and full-auto. The M1 and M2 Carbines are best utilized at close to medium range. The M2 is also a good weapon for very close quarters as the .30 Carbine cartridge is more powerful than any of the SMGs on offer.&lt;br /&gt;
[[Image:M1c.jpg|thumb|450px|none|M1 Carbine (Post-War) - .30 Carbine]]&lt;br /&gt;
[[Image:RS2 carbine idle.jpg|thumb|none|600px|First, the VC special M1 Carbine, given the wear and tear, it's likely a well used battlefield capture.]]&lt;br /&gt;
[[Image:RS2 carbine ironsights.jpg|thumb|none|600px|Due to the steel repair bands, the sights are somewhat obscured.]]&lt;br /&gt;
[[Image:RS2 carbine brasscheck.jpg|thumb|none|600px|Checking the M1 Carbine's 15-round magazine.]]&lt;br /&gt;
[[Image:RS2 carbine reload.jpg|thumb|none|600px|Rocking in a new magazine.]]&lt;br /&gt;
[[Image:M2CarB1.jpg|thumb|none|450px|M2 Carbine - .30 Carbine]]&lt;br /&gt;
[[Image:RS2 M2 idle.jpg|thumb|none|600px|The US/ARVN special M2 Carbine, without the M1's repairs.]]&lt;br /&gt;
[[Image:RS2 M2 ironsights.jpg|thumb|none|600px|The M2's unobstructed ironsights.]]&lt;br /&gt;
[[Image:RS2 M2 Brasscheck.jpg|thumb|none|600px|The M2 as opposed to the M1 is loaded with 30-round magazines.]]&lt;br /&gt;
[[Image:RS2 M2 reload.jpg|thumb|none|600px|Reloading the M2. The bolt being open is partially correct, the 30 rounders do hold the bolt open but only when the mag is in the gun, a later update fixed this.]]&lt;br /&gt;
&lt;br /&gt;
===M1 Garand===&lt;br /&gt;
The [[M1 Garand]] has been added as the main rifle of the ARVN. The M1D variant is also used by the ARVN as their standard issue sniper rifle. The M1 Garand balances itself nicely against the more modern weapons favored by the PAVN and NLF, however the .30-06's power means that you have better overall accuracy, more power and a faster reload than most of their weapons. As for the M1D, it's an adequate sniper rifle with more flexibility as you can easily swap over to irons sights.&lt;br /&gt;
[[Image:M1 Garand.jpg|thumb|none|400px|M1 Garand semiautomatic Rifle with leather M1917 sling - .30-06]]&lt;br /&gt;
[[Image:RS2 garand idle.jpg|thumb|none|600px|M1 Garand as seen in-game.]]&lt;br /&gt;
[[Image:RS2 garand ironsights.jpg|thumb|none|600px|The iron sights, slightly too high and big but better than most.]]&lt;br /&gt;
[[Image:RS2 garand brasscheck.jpg|thumb|none|600px|Ammo check.]]&lt;br /&gt;
[[Image:RS2 garand reload.jpg|thumb|none|600px|Much like [[Red Orchestra 2: Rising Storm|the first game]], when reloading mid-magazine, the character will pull back the bolt back to eject the en-bloc before inserting a new one.]]&lt;br /&gt;
[[Image:M1DGarand.jpg|thumb|none|400px|M1D Sniper Variant with M84 scope - .30-06]]&lt;br /&gt;
[[Image:RS2 M1D idle.jpg|thumb|none|600px|Holding the M1D variant with a stock made of paler wood.]]&lt;br /&gt;
[[Image:RS2 M1D ironsights.jpg|thumb|none|600px|The M1D's sights, the exact same as it's M1 counterpart.]]&lt;br /&gt;
[[Image:RS2 M1D scope.jpg|thumb|none|600px|Scoped in to the M84 Scope, a single post and windage line. The M1D definitely trades range for versatility.]]&lt;br /&gt;
&lt;br /&gt;
===M16A1 Assault Rifle===&lt;br /&gt;
The [[M16A1]] is the assault rifle of the US Rifleman as well as the ARVN Pointman. It comes with seven spare 20-round magazines that actually hold 18 (a common practice to avoid magazine-related malfunctions), accepts a bayonet, and both the short-range and long-range apertures are usable. The M16 is one of the most effective weapons in the game. &lt;br /&gt;
[[File:M16A1.jpg|thumb|none|400px|M16A1 with 20 round magazine - 5.56x45mm]]&lt;br /&gt;
[[File:M16A1 selector that actually works.jpg|thumb|none|600px|Holding an M16.]]&lt;br /&gt;
[[File:M16A1 firing.jpg|thumb|none|600px|M16 sights slightly off center right after firing.]]&lt;br /&gt;
[[File:M16A1 bayonet.jpg|thumb|none|600px|Like most other rifles in the game, you can mount a bayonet.]]&lt;br /&gt;
&lt;br /&gt;
===M14 Rifle===&lt;br /&gt;
The [[M14]] rifle is a large-caliber alternative to the M16 for US Grunts and Radiomen, and is the only rifle available to the Commander role. It is capable of mounting a bayonet, and is issued with five spare 20-round magazines that can be topped off using 5-round stripper clips. Its rear sight can be adjusted for elevation through five settings, from 91 meters all the way up to 457 meters (100 to 500 yards). Although the real-life M14 is select-fire, the in-game version can only be fired in semi-automatic mode (as was common practice during the Vietnam conflict).&lt;br /&gt;
[[File:M14Rifle.jpg|thumb|none|400px|M14 rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2 M14 (1).jpg|thumb|none|600px|Overlooking Hill 937 with the M14.]]&lt;br /&gt;
[[File:RS2 M14 (2).jpg|thumb|none|600px|M14 iron sights.]]&lt;br /&gt;
[[File:RS2 M14 (7).jpg|thumb|none|600px|Opening the bolt to check the ammo.]]&lt;br /&gt;
[[File:RS2 M14 (4).jpg|thumb|none|600px|Locking the bolt back in the &amp;quot;topping-off&amp;quot; animation. Similar to [[Battlefield 1]], the character uses his hand to keep the chambered round from ejecting, unlike other weapons in the game and  the previous titles.]]&lt;br /&gt;
[[File:RS2 M14 (5).jpg|thumb|none|600px|Loading with a 5-round stripper clip.]]&lt;br /&gt;
[[File:RS2 M14 (6).jpg|thumb|none|600px|Inserting the twenty-round box magazine in the normal reload.]]&lt;br /&gt;
[[File:RS2 M14 (8).jpg|thumb|none|600px|Releasing the bolt.]]&lt;br /&gt;
[[File:RS2 M14 (3).jpg|thumb|none|600px|Affixing the bayonet on the M14.]]&lt;br /&gt;
&lt;br /&gt;
===XM177E1===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[M16_rifle_series#Colt_XM177.2FCAR-15.2FCommando_Series|XM177E1]] is available to the US Army. The player can adjust the length of the stock which makes the iron sight picture larger and makes the weapon more compact at a cost of controllability on full-auto. The XM177 bridges the gap between the full size M16A1 and the Grease Gun in a very good way, allowing the same power and relative accuracy of the M16 in a size thats useful for tight trenches and tunnels as well as cities.&lt;br /&gt;
[[File:Colt 609-XM1771E1.jpg|thumb|none|400px|Colt Model 609 aka U.S. Army's XM177E1 - 5.56x45mm.]]&lt;br /&gt;
[[File:RS2V XM177E1 Idle.jpg|thumb|none|600px|In-game first-person model.]]&lt;br /&gt;
[[File:RS2V XM177E1 Aim.jpg|thumb|none|600px|Aiming the XM177E1, using the sights with the stock collapsed brings these to almost fill the screen.]]&lt;br /&gt;
[[File:RS2V XM177E1 Reload.jpg|thumb|none|600px|Reloading the XM177E1.]]&lt;br /&gt;
&lt;br /&gt;
===L1A1 SLR===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[FN_FAL#L1A1|L1A1 SLR]] is available to the Rifleman, Grenadier, Radioman, and Commander classes of the Australian Army. Besides different animations and fire sounds, the L1A1 is mostly comparable to the American M14 with a few caveats. It has a bigger sight picture, slightly faster reloads and fires faster in semi-auto.&lt;br /&gt;
[[File:C1A1.jpg|thumb|none|400px|L1A1 SLR - 7.62x51mm NATO.]]&lt;br /&gt;
[[File:RS2V L1A1 Idle.jpg|thumb|none|600px|The L1A1 in first-person.]]&lt;br /&gt;
[[File:RS2V L1A1 Aim.jpg|thumb|none|600px|Aiming the L1A1 with it's simple winged post and rear aperture set up.]]&lt;br /&gt;
[[File:RS2V L1A1 Reload1.jpg|thumb|none|600px|Reloading by rocking in a mag, revealing that this is a British L1A1 and not an Aussie by the 2 vent hole handguard.]]&lt;br /&gt;
[[File:RS2V L1A1 Reload2.jpg|thumb|none|600px|Pulling back the bolt with the collapsing charging handle.]]&lt;br /&gt;
[[File:RS2V L1A1 Bayonet.jpg|thumb|none|600px|Affixing the bayonet on the L1A1.]]&lt;br /&gt;
&lt;br /&gt;
===XM21 Sniper Weapon System===&lt;br /&gt;
The [[M21#M21.2FM25_Sniper_Weapon_System|XM21]] rifle is available to the US Army Marksman. It comes in two variants :&lt;br /&gt;
&lt;br /&gt;
- the Standard variant is a regular M14 fitted with an AR TEL scope.&lt;br /&gt;
&lt;br /&gt;
- the Suppressed variant (added as part of the August 2017 1.03 update) which is fitted with a sound suppressor instead of the standard flash hider, and fires subsonic ammunition, which means that it's action has to be manually operated after each shot, since the lower power ammunition can't cycle the bolt. Alternatively the gas system might have been cut off by the user to avoid the action noise and make the rifle as quiet as possible. The lower velocity ammunition also means constantly changing the zero is neccessary.&lt;br /&gt;
&lt;br /&gt;
Both rifles come with an AR TEL scope with six magnification setting from 3x to 9x. Each magnification setting also has its own zero setting (the higher the magnification, the higher the zero distance), and it is different for the two rifles because of the different ammunition they fire. The Standard variant starts off at 100m and can get to 700m in 100m increments, while the Suppressed variant begins at 50m and can get to 200m in 25m increments. They also have an alternate aiming mode for close range where the player looks over the scope and uses the dials as impromptu sights.&lt;br /&gt;
Both rifles come with 3 spare 20-round magazines.&lt;br /&gt;
[[Image:Xm21rifle.jpg|thumb|none|400px|M21 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:XM21 holding.jpg|thumb|none|600px|First-person view of the Standard variant.]]&lt;br /&gt;
[[File:XM21 covering.jpg|thumb|none|600px|Aiming the rifle, showing the scope crosshairs.]]&lt;br /&gt;
[[File:XM21 alternate.jpg|thumb|none|600px|The alternate aiming mode.]]&lt;br /&gt;
[[File:XM21 suppressed2.jpg|thumb|none|600px|The Suppressed variant. As shown here, the action has to be operated manually after each shot to eject spent casings.]]&lt;br /&gt;
&lt;br /&gt;
===M40 Sniper Rifle===&lt;br /&gt;
The [[M40 Sniper Rifle]] is issued to the USMC Marksman with the equivalent of six stripper clips of spare ammunition, for a total of 30 spare rounds. Its distinctively-finished Redfield scope is elevation-adjustable through 6 settings, from 90 to 550 meters (100 to 600 yards), However, unlike the actual scope, it is not adjustable for magnification but locked to 3x. This means the scope's rangefinder doesn't work even though the necessary reticule markings are correctly featured (see pictures for detailed explanation). The scope also covers up the feeding/ejection port so the M40 must be reloaded with individual rounds. The M40 is mostly comparable to the VC's M91/30, a slower but more precise sniper rifle except this one doesn't have any backup iron sights.&lt;br /&gt;
[[File:M40 1.jpg|thumb|none|400px|M40 sniper rifle - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2VM40I.jpg|thumb|none|600px|The M40 in first-person.]]&lt;br /&gt;
[[File:M40 scope2.jpg|thumb|none|600px|The Redfield Scope at the range, a simple cross hair with a mix of markings mostly related to figuring out target range while scoped.]]&lt;br /&gt;
[[File:RS2VM40B.jpg|thumb|none|600px|Operating the bolt after firing.]]&lt;br /&gt;
[[File:RS2VM40R.jpg|thumb|none|600px|Inserting singular rounds since the scope prevents the use of a stripper clip.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
&lt;br /&gt;
===M1918 Browning Automatic Rifle===&lt;br /&gt;
The [[Browning Automatic Rifle]] has been added as the main light machine gun of the ARVN forces. The gun is outdated compared to the VC's DP-28 or RPD.&lt;br /&gt;
[[Image:BAR1918.jpg|thumb|none|450px|M1918A2 Browning Automatic Rifle - .30-06.]]&lt;br /&gt;
[[File:RS2BAR.jpg|thumb|none|600px|The M1918A2 in-game, with it's bipod collapsed.]]&lt;br /&gt;
[[File:RS2BARSights.jpg|thumb|none|600px|The BAR's sights, an open U notch close up and an aperture at range.]]&lt;br /&gt;
[[File:RS2BARSelectorswitch.jpg|thumb|none|600px|The BAR's rate of fire is selectable between the slow and fast. Note the bipod is deployed in this picture.]]&lt;br /&gt;
[[File:RS2BARReload1.jpg|thumb|none|600px|Reloading the 20-round box mag.]]&lt;br /&gt;
[[File:RS2BARReload2.jpg|thumb|none|600px|Racking the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===M1919A6 Browning Machine Gun===&lt;br /&gt;
The [[Browning M1919A6]] has been added as the main medium machine gun for the ARVN forces, as their counterpart to the M60. The M1919A6 is the most appropriate LMG in the game in terms of sheer volume of fire. With two whole 150 round belts plus a relatively controllable rate of fire especially when on the bipod, the M1919 is the gun in the game most suited for sustained fire.&lt;br /&gt;
[[Image: 1919A6_postWW2.jpg|thumb|none|400px|M1919A6, post-WWII manufacture with conical muzzle booster - .30-06 Springfield]]&lt;br /&gt;
[[File:RS2M1919-1.jpg|thumb|none|600px|The M1919A6 with it's parkerized finish.]]&lt;br /&gt;
[[File:RS2M1919Sights.jpg|thumb|none|600px|The sights, with the same U notch/Aperture setup as the BAR.]]&lt;br /&gt;
[[File:RS2M1919Reload.jpg|thumb|none|600px|Reloading by opening the top cover and removing the belt.]]&lt;br /&gt;
[[File:RS2M1919Reload2.jpg|thumb|none|600px|Replacing the belt and charging the handle.]]&lt;br /&gt;
&lt;br /&gt;
===M60 GPMG===&lt;br /&gt;
The [[M60]] is the main machine gun of the American forces, and only available to the Machine Gunner. &amp;quot;The Pig&amp;quot; is issued with either three 100-round belt boxes, or a single 200-round belt of 7.62x51mm ammunition, with one in five a tracer. Its rear leaf sight is adjustable for elevation in 100-meter increments, from 400m to 1100m. It also has a bipod usable when prone or behind cover. With a relatively controllable rate of fire, decent stability and easy to read sights, It is flexible enough to be useful for use with either the bipod or off-hand in a more mobile role.&lt;br /&gt;
[[Image:M60.jpg|thumb|none|400px|M60 machine gun with bipod extended - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2VM60I.jpg|thumb|none|600px|The M60 loaded with a 100-round box.]]&lt;br /&gt;
[[File:RS2VM60A.jpg|thumb|none|600px|Aiming the M60 through the adjustable post and leaf.]]&lt;br /&gt;
[[File:RS2VM60W.jpg|thumb|none|600px|Like Red Orchestra games prior, firing a sustained burst for too long can damage the barrel, warping it which decreases accuracy drastically.]]&lt;br /&gt;
[[File:RS2VM60R.jpg|thumb|none|600px|Reloading by opening the top cover and replacing the box.]]&lt;br /&gt;
&lt;br /&gt;
===L2A1===&lt;br /&gt;
Introduced in the 1.05 &amp;quot;Bushranger&amp;quot; content update, the [[FN_FAL#L1A1|L2A1 machine gun]] is available to the Australian Machine Gunner and is outfitted with a foregrip/bipod hybrid. With the bipod down and mounted, it's a fairly efficient LMG only hampered by the 30-round magazine size, but has the ability to change between semi-auto and full auto.&lt;br /&gt;
[[Image:L2A1.jpg|thumb|none|400px|L2A1 with 30-round magazine - 7.62x51mm NATO]]&lt;br /&gt;
[[File:RS2V L2A1 Idle.jpg|thumb|none|600px|Contrary to the incorrect British issue L1A1, the L2A1 is correctly depicted as an Australian production.]]&lt;br /&gt;
[[File:RS2V L2A1 Aim.jpg|thumb|none|600px|L2A1 iron sights.]]&lt;br /&gt;
[[File:RS2V L2A1 Reload.jpg|thumb|none|600px|Reloading the L2A1 is similar to the normal L1A1.]]&lt;br /&gt;
[[File:RS2V L2A1 Bipod.jpg|thumb|none|600px|Unfolding the bipod.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers and Flamethrowers==&lt;br /&gt;
===M79 Grenade Launcher===&lt;br /&gt;
The [[M79]] &amp;quot;Thumper&amp;quot; Grenade Launcher is the only explosive launcher available to the US forces. A variety of 40x46mm ammunition is available for different situations : 6 rounds of High-Explosive and 2 rounds of masking smoke, 6 rounds of HE and another 6 rounds of Buckshot, or simply 9 HE grenades. The HE rounds have a realistic arming distance of about 15 meters : within this range, they won't explode if they hit their target, or a barrier. Unexploded 40mm rounds still so damage, and can kill with a well-placed shot : managing this will earn the player the 'Thumper' achievement. Finally, the M79's rear sight is adjustable for elevation from 50 to 300 meters, in 25 meters increments.&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|400px|M79 grenade launcher - 40x46mm]]&lt;br /&gt;
[[File:RS2VM79I.jpg|thumb|none|600px|M79 in-game.]]&lt;br /&gt;
[[File:RS2VM79A.jpg|thumb|none|600px|Aiming the M79, the sight is fully adjustable up to 300 meters.]]&lt;br /&gt;
[[File:RS2VM79R.jpg|thumb|none|600px|Reloading the M79 with a 40mm HE grenade.]]&lt;br /&gt;
&lt;br /&gt;
===M9A1-7 Flamethrower===&lt;br /&gt;
The US Combat Engineer has the [[M9 Flamethrower|M9A1]] flamethrower as an option.&lt;br /&gt;
[[File:M9A1-7 Flamethrower.jpg|thumb|none|350px|M9A1-7 Flamethrower]]&lt;br /&gt;
[[File:RS2VM9I.jpg|thumb|none|600px|M9A1 in first-person.]]&lt;br /&gt;
[[File:RS2VM9F.jpg|thumb|none|600px|M9A1 during firing.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades and Explosives==&lt;br /&gt;
===M112 Demolition Charge===&lt;br /&gt;
The Combat Engineer can equip a M112 C4 charge. It can either be stuck on a surface or thrown a short distances and is detonated using a M57 firing device.&lt;br /&gt;
[[Image:M112.jpg|thumb|none|400px|M112 C4 demolition charge]]&lt;br /&gt;
[[File:C4 holding.jpg|thumb|none|600px|M112 C4 demolition charge in first-person.]]&lt;br /&gt;
[[File:C4 throwing.jpg|thumb|none|600px|The M112 during the throwing animation.]]&lt;br /&gt;
&lt;br /&gt;
===M18A1 Claymore===&lt;br /&gt;
The Marksman has one [[M18A1 Claymore|Claymore mine]], and the Pointman has two. It can be placed on the ground, and then detonated with a M57 switch, sending dozens of deadly fragments in the direction the front of the mine faces.&lt;br /&gt;
[[Image:M18A1.jpg|thumb|none|400px|M18A1 Claymore anti-personnel mine with command cable and M57 'clacker' detonator switch]]&lt;br /&gt;
[[File:Claymore holding.jpg|thumb|none|600px|Holding the M18A1 Claymore mine.]]&lt;br /&gt;
[[File:Claymore detonator.jpg|thumb|none|600px|Front end of the Claymore.]]&lt;br /&gt;
[[File:Claymore detonation.jpg|thumb|none|600px|Dispersion of projectiles after detonation.]]&lt;br /&gt;
&lt;br /&gt;
===M18 Smoke Grenade===&lt;br /&gt;
The standard smoke grenade for all South Vietnam aligned factions.&lt;br /&gt;
&lt;br /&gt;
[[Image:M18red.jpg|thumb|none|400px|M18 smoke grenade - Red.]]&lt;br /&gt;
[[File:M18Smoke.jpg|thumb|none|600px|In-game M18 smoke grenade with the painted band that indicates it's purple smoke.]]&lt;br /&gt;
&lt;br /&gt;
===M34 White Phosphorous Grenade===&lt;br /&gt;
The [[M34 White Phosphorous grenade]] is an incendiary smoke grenade available for South Vietnamese and US forces.&lt;br /&gt;
&lt;br /&gt;
[[Image:M34 2-1-.jpg|thumb|none|250px|M34 White Phosphorous grenade]]&lt;br /&gt;
[[File:RS2M34.jpg|thumb|none|600px|The M34 in-game, note the period correct white grenade casing.]]&lt;br /&gt;
[[File:RS2M34Explosion.jpg|thumb|none|600px|M34 dispersion of smoke.]]&lt;br /&gt;
&lt;br /&gt;
===M61 Fragmentation Grenade===&lt;br /&gt;
The main hand grenade for the South Vietnamese aligned forces is the [[M61 Hand Grenade|M61]] fragmentation grenade, which was the updated version of the M26.&lt;br /&gt;
[[Image:M26 grenade Vietnam War.jpg|thumb|none|350px|M61 High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[File:RS2VM61I.jpg|thumb|none|600px|Holding the M61 grenade.]]&lt;br /&gt;
[[File:RS2VM61P.jpg|thumb|none|600px|Pulling the M61's pin.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted Weapons==&lt;br /&gt;
&lt;br /&gt;
===M2 Browning===&lt;br /&gt;
The [[Browning M2HB]] appears in-game as counterpart to the DSHk, both as a tripod mounted HMG in locations as well as a portable version for deploying in the field. The M2HB uses 100-round .50 BMG boxes of ammunition.&lt;br /&gt;
[[Image:Browning-M2-Heavy-Barrel-w-Tripod.jpg|thumb|none|400px|left|Browning M2HB on M3 tripod - .50 BMG.]]&lt;br /&gt;
[[File:RS2M2Browning.jpg|thumb|none|600px|The M2 deployed.]]&lt;br /&gt;
[[File:RS2M2BrowningSights.jpg|thumb|none|600px|The sights on the M2 can be adjusted between 200m to 1500m.]]&lt;br /&gt;
[[File:RS2M2Reload1.jpg|thumb|none|600px|Reloading the M2 by opening the feed tray and lifting the pawl.]]&lt;br /&gt;
[[File:RS2M2BrowningReload2.jpg|thumb|none|600px|Swapping ammo cans.]]&lt;br /&gt;
[[File:RS2M2BrowningReload3.jpg|thumb|none|600px|Seating the belt, closing the tray and pulling the charging handle.]]&lt;br /&gt;
&lt;br /&gt;
===M60D Machine Gun===&lt;br /&gt;
Two [[M60#M60D Machine Gun|M60D Machine Guns]] are mounted on the UH-1 'Huey' transport helicopter, one on each side used by passengers.&lt;br /&gt;
[[Image:M60d.jpg|thumb|none|400px|M60D machine gun - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Huey M60D.jpg|thumb|none|600px|In-game look at the M60D.]]&lt;br /&gt;
&lt;br /&gt;
===M134 Minigun===&lt;br /&gt;
The [[M134 Minigun]] is mounted on the side of the OH-6 'Loach' light scout/attack helicopter, and on the chin turret of the AH-1 Cobra attack helicopter.&lt;br /&gt;
[[Image:M134.JPG|thumb|none|400px|General Electric M134 - 7.62x51mm NATO]]&lt;br /&gt;
[[File:Loach m134.jpg|thumb|none|600px|The M134 mount on the side of the OH-6.]]&lt;br /&gt;
[[File:Cobra M134.jpg|thumb|none|600px|The Minigun on the Cobra's chin turret mount.]]&lt;br /&gt;
&lt;br /&gt;
===M195 Cannon===&lt;br /&gt;
The [[M61 Vulcan|M195 20mm Gatling Gun]], a short-barrelled variant of the M61 Vulcan, is mounted on the side of the AH-1 Cobra attack helicopter.&lt;br /&gt;
[[File:M195.jpg|thumb|none|400px|M195 Cannon in M35 Armament System - 20x102mm Vulcan]]&lt;br /&gt;
[[File:Cobra M195 2.jpg|thumb|none|600px|The cannon on the Cobra's left side.]]&lt;br /&gt;
&lt;br /&gt;
===M129 Grenade Launcher===&lt;br /&gt;
The M129 40mm Grenade Launcher is mounted on the chin turret of the AH-1 Cobra, next to the [[M134 Minigun]].&lt;br /&gt;
[[File:M129.jpg|thumb|none|400px|M129 Grenade Launcher, 40x46mm or 40x53mm]]&lt;br /&gt;
[[File:Cobra M129.jpg|thumb|none|600px|The M129 to the right of the Minigun on the chin turret mount.]]&lt;br /&gt;
&lt;br /&gt;
===M158 Rocket Launcher===&lt;br /&gt;
The M158 Rocket Launcher, or Rocket Pod, holds seven 70mm rockets. Three are mounted on the sides of the AH-1 Cobra attack helicopter.&lt;br /&gt;
[[File:800px-XM158 Rocket Pod.jpg|thumb|none|400px|M158 Rocket Pod]]&lt;br /&gt;
[[File:Cobra M158.jpg|thumb|none|600px|The front of the rocket launcher pod]]&lt;br /&gt;
[[File:Cobra M158 3.jpg|thumb|none|600px|Rear side of the rocket launcher pod.]]&lt;br /&gt;
&lt;br /&gt;
=Weapons of the NVA/PAVN and the VC/NLF=&lt;br /&gt;
==Sidearms==&lt;br /&gt;
===Tokarev TT-33===&lt;br /&gt;
The [[Tokarev TT-33]] appears as the main sidearm for the North Vietnamese forces. It holds 8 rounds of 7.62x25mm Tokarev per magazine.&lt;br /&gt;
[[Image:TT-33.jpg|thumb|none|350px|Tokarev TT-33 - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:RS2VTT33I.jpg|thumb|none|600px|The T-33 in-game.]]&lt;br /&gt;
[[File:RS2VTT33A.jpg|thumb|none|600px|Aiming the TT-33 showing the tall, narrow sights.]]&lt;br /&gt;
[[File:RS2VTT33R.jpg|thumb|none|600px|Reloading the TT-33.]]&lt;br /&gt;
&lt;br /&gt;
===Makarov PM===&lt;br /&gt;
Introduced in the 1.03 update on August 2017, the [[Makarov PM]] was made available for Communist forces as an alternative to the TT-33.&lt;br /&gt;
[[File:MakarovPM.jpg|thumb|none|350px|Makarov PM - 9x18mm Makarov]]&lt;br /&gt;
[[File:RS2 PM (1).jpg|thumb|none|600px|The Makarov in first-person.]]&lt;br /&gt;
[[File:RS2 PM (2).jpg|thumb|none|600px|Aiming the PM.]]&lt;br /&gt;
[[File:RS2 PM (3).jpg|thumb|none|600px|Performing an ammo check.]]&lt;br /&gt;
[[File:RS2 PM (4).jpg|thumb|none|600px|Reloading the PM.]]&lt;br /&gt;
&lt;br /&gt;
==Submachine Guns==&lt;br /&gt;
===MAT-49===&lt;br /&gt;
The [[MAT-49]] is a usable submachine gun for the North Vietnamese forces. Players can choose between the original French 9mm version or the Vietnamese 7.62x25mm Tokarev conversion, the latter has an increased fire rate. The MAT is a very useful SMG for close quarters combat in either version with a potent high rate of fire, relative accuracy and some stability.&lt;br /&gt;
[[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:MAT-49 7.62mm Soviet.jpg|thumb|none|500px|A MAT-49 SMG captured by Communist Forces during the French-Indochina War and converted to 7.62x25mm Tokarev.]]&lt;br /&gt;
[[File:RS2VMATI.jpg|thumb|none|600px|The MAT-49 in-game.]]&lt;br /&gt;
[[File:RS2VMATA.jpg|thumb|none|600px|Aiming the MAT-49, the sight is flippable between 50m and 100m, with a bigger aperture for 100.]]&lt;br /&gt;
[[File:RS2VMATR.jpg|thumb|none|600px|Reloading the MAT-49 by flicking the magazine release.]]&lt;br /&gt;
[[File:RS2 MAT-49 (1).jpg|thumb|none|600px|Performing an ammo check on the 7.62x25 MAT-49.]]&lt;br /&gt;
[[File:RS2 MAT-49 (2).jpg|thumb|none|600px|Pulling the MAT's charging handle on an empty reload.]]&lt;br /&gt;
[[File:RS2 MAT-49(3).jpg|thumb|none|600px|Collapsing the stock.]]&lt;br /&gt;
&lt;br /&gt;
===MP40===&lt;br /&gt;
The [[MP40]] was added to the game in Update 1.2 as a submachine gun for the NLF. This serves as a far more controllable but lower volume of fire counter part to the MAT-49 and PPSH.&lt;br /&gt;
[[File:MP40Side.jpg|thumb|none|400px|MP40 - 9x19mm]]&lt;br /&gt;
[[File:RS2MP40.jpg|thumb|none|600px|The MP40 in-game.]]&lt;br /&gt;
[[File:RS2MP40sights.jpg|thumb|none|600px|The sights, adjustable out to 200 meters.]]&lt;br /&gt;
[[File:RS2MP40Reload1.jpg|thumb|none|600px|Replacing the magazine.]]&lt;br /&gt;
[[File:RS2MP40Reload2.jpg|thumb|none|600px|Charging the bolt.]]&lt;br /&gt;
&lt;br /&gt;
===PPSh-41===&lt;br /&gt;
The [[PPSh-41]] is another usable submachine gun for the North Vietnamese forces, having a much higher fire rate than the [[MAT-49]]. Like in ''[[Red Orchestra 2: Heroes of Stalingrad|Red Orchestra 2]]'', the PPSh starts off with 35-round magazines, though the original 71-round drum magazines are also available in the loadout screen. The fire selector is also usable on the base weapon. The PPSh is decent with the only problem of the high rate of fire clashing with the small magazine size.&lt;br /&gt;
[[Image:Ppsh41.jpg|thumb|none|400px|PPSh-41 Submachine Gun with 35-round box magazine - 7.62x25mm Tokarev]]&lt;br /&gt;
[[File:RS2VPPSHI.jpg|thumb|none|600px|PPSh-41 in-game.]]&lt;br /&gt;
[[File:RS2VPPSHA.jpg|thumb|none|600px|Aiming the PPSh-41.]]&lt;br /&gt;
[[File:RS2VPPSHR.jpg|thumb|none|600px|Reloading the PPSh-41 by inserting a stick mag.]]&lt;br /&gt;
&lt;br /&gt;
==Shotguns==&lt;br /&gt;
===IZH-58===&lt;br /&gt;
A double-barreled IZH-58 shotgun is usable for the North Vietnamese forces in both full-length, Coach Gun and sawed-off versions. The sawn-off version appears to reload slightly faster and is limited to 00 Buckshot while the Coach Gun and full-length versions are able to use 1oz Slugs in addition to Buckshot. While accuracy decreases, every flavor of the IZH is brutally efficent, while the sawn off becomes useless outside of 25 yards, the full length can hit targets well in excess of 75 yards and more, especially when you use slugs.&lt;br /&gt;
&lt;br /&gt;
Weirdly enough, it was called the &amp;quot;IZH-43&amp;quot; in the beta, which was the replacement to the IZH-58 introduced in 1986, then it was renamed the period accurate &amp;quot;IZH-58&amp;quot;. However, in a recent update the IZh-58 was painted gloss black and simply dubbed the &amp;quot;SxS shotgun&amp;quot; likely to address the question of how a Soviet double barreled shotgun ends up in the fields of Vietnam.&lt;br /&gt;
[[Image:Dubeltowkaizh43emjg6.jpg|thumb|400px|none|[[Baikal IZH-43]], similar to the IZH-58 - 12 Gauge]]&lt;br /&gt;
[[File:RS2VIZHI.jpg|thumb|none|600px|A Marine holds a IZh-58, grumbling about how confusing Soviet designations are, with newer guns having smaller numbers.]]&lt;br /&gt;
[[File:RS2VIZHA.jpg|thumb|none|600px|Aiming the IZH-58, it's a double barrel shotgun, what did you expect?]]&lt;br /&gt;
[[File:RS2VIZHR.jpg|thumb|none|600px|Reloading the IZH after only firing one shot, a rare thing when most video games take the DOOM approach and just stuff both barrels.]]&lt;br /&gt;
[[File:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|For comparision: Stevens 1960s SBS with the barrels sawed-off - 12 Gauge (Photoshopped).]]&lt;br /&gt;
[[File:RS2VSIZHI.jpg|thumb|none|600px|A PAVN scout hides in a river with his sawed off IZH.]]&lt;br /&gt;
[[File:RS2VSIZHA.jpg|thumb|none|600px|&amp;quot;Aiming&amp;quot; the sawed-off yields less than perfect results. ''[[Evil_dead_2#12_Gauge_Double_Barreled_Shotgun|Maybe it would be more effective against an army of zombies...]]'']]&lt;br /&gt;
[[File:RS2VSIZHR.jpg|thumb|none|600px|Reloading the sawed-off by stuffing two shells into the breech.]]&lt;br /&gt;
&lt;br /&gt;
==Rifles==&lt;br /&gt;
===AKM / Type 56 / Type 56-1===&lt;br /&gt;
Several AK-pattern rifles grouped under the &amp;quot;[[AK-47]]&amp;quot; classification are available to the Rifleman on the North Vietnamese side :&lt;br /&gt;
&lt;br /&gt;
- the [[AK-47#AKM|AKM]], with its fixed wood stock, 'bakelite' pistol grip, ribbed dust cover and open front sight ring. It accepts a Type II bayonet and is the most average of all the AK variants with relatively accurate fire, controllable full auto fire and overall good performance.&lt;br /&gt;
&lt;br /&gt;
- the [[AK-47#Norinco Type 56|Type 56]], that differs with its wood pistol grip, smooth dust cover, higher full auto fire rate and fully enclosed front sight ring. It also has integrated spike bayonet which can be unfolded. &lt;br /&gt;
&lt;br /&gt;
- the [[AK-47#Norinco Type 56|Type 56-1]] is the underfolding variant of the Type 56. It doesn't have a bayonet but can have the stock folded to make it more compact and less controllable. &lt;br /&gt;
&lt;br /&gt;
All three rifles come with three spare 30-round steel magazines. They can be fired in semi or fully-automatic, and while the fire selector is not animated and stays in the 'Safe' position, for some reason, the hand of the character actually moves down when switching to semi, and moves up when switching to fully-auto, which is some welcome attention to detail. The rear sight of all the rifles are adjustable for elevation from 100m to 800m in 100-meters increments, which is correct for the Type 56 guns, but not for the AKM which should be able to go up to 1000m.&lt;br /&gt;
&lt;br /&gt;
[[Image:AKMRifle.jpg|thumb|none|400px|AKM - 7.62x39mm]]&lt;br /&gt;
[[File:AKM_holding.jpg|thumb|none|600px|Holding a captured AKM on the training range.]]&lt;br /&gt;
[[File:AKM affixing bayonet.jpg|thumb|none|600px|Affixing a Type II bayonet on the rifle.]]&lt;br /&gt;
[[File:AKM sights hue city.jpg|thumb|none|600px|Firing at the enemy. Death is peeking around the corner on the left.]]&lt;br /&gt;
[[File:RS2 AKM (1).jpg|thumb|none|600px|Reloading a wet AKM with its bayonet attached.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:ChineseType56.jpg|thumb|none|400px|Norinco Type 56 (fixed stock variant) with under-folding bayonet (&amp;quot;pig sticker&amp;quot;) which was standard on PLA-issue Type 56s - 7.62x39mm]]&lt;br /&gt;
[[File:RS2VT56I.jpg|thumb|none|600px|A Marine takes a Type 56 for a spin while on patrol.]]&lt;br /&gt;
[[File:RS2VT56A.jpg|thumb|none|600px|Aiming the Type 56 reveals the Type 56 special fully hooded front sight.]]&lt;br /&gt;
[[File:RS2VT56R.jpg|thumb|none|600px|Reloading the Type 56 by yanking a mag out and rocking a new one in.]]&lt;br /&gt;
[[File:RS2 Type 56 (1).jpg|thumb|none|600px|Back in Hue, a VC does a mag check with his Type 56.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Type56S.jpg|thumb|none|400px|Norinco Type 56-1 (under-folding stock variant) - 7.62x39mm]]&lt;br /&gt;
[[File:Type 56-1 folding.jpg|thumb|none|600px|A VC runs while folding the stock to his Type 56-1 for close quarters blasting.]]&lt;br /&gt;
[[File:Type 56-1 firing.jpg|thumb|none|600px|Which looks like this, presumably so you don't take the receiver cover to the teeth.]]&lt;br /&gt;
[[File:RS2 Type 56-1 (1).jpg|thumb|none|600px|Charging the Type 56-1 at the end of the reload by yanking it with the right hand.]]&lt;br /&gt;
&lt;br /&gt;
===MAS-49===&lt;br /&gt;
The [[MAS-49]] was added to the game in Update 1.3 in 3 basic flavors. All in all, a punchy battle rifle with good accuracy, power and a fun mix of options such as...&lt;br /&gt;
&lt;br /&gt;
- The standard variant with iron sights, available to scouts and many Early War classes.&lt;br /&gt;
&lt;br /&gt;
- The grenade launcher version, available to the Sapper which allows for the use of 6 HE Rifle Grenades.&lt;br /&gt;
&lt;br /&gt;
- And the Marksman version, which rocks an APX scope and is used by the Marksman.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAS-49-firstmodel.jpg|thumb|none|400px|MAS-49 - 7.5x54mm French]]&lt;br /&gt;
[[File:RS2MAS49.jpg|thumb|none|600px|First, it's the humble normal version of the MAS49 rifle.]]&lt;br /&gt;
[[File:RS2MAS49sights.jpg|thumb|none|600px|The iron sights, good if a tad cramped by eating most of the screen.]]&lt;br /&gt;
[[File:RS2MAS49Reload1.jpg|thumb|none|600px|Like the M14, the MAS has a different reload animation for when the gun isn't empty. If so, then a stripper clip will be used to top the gun off.]]&lt;br /&gt;
[[File:RS2MAS49Reload2.jpg|thumb|none|600px|If it's properly empty, then the soldier will instead swap mags...]]&lt;br /&gt;
[[File:RS2MAS49Reload3.jpg|thumb|none|600px|Before giving the charging handle a good ol tug.]]&lt;br /&gt;
[[File:RS2MAS49Scoped.jpg|thumb|none|600px|The Marksman's special scoped variant complete with period correct APX scope.]]&lt;br /&gt;
[[File:RS2MAS49Scoped2.jpg|thumb|none|600px|The scope's reticle, very similar to the M91/30.]]&lt;br /&gt;
[[File:RS2MAS49GrenadeLauncher.jpg|thumb|none|600px|And finally, the grenade launching version. First a grenade is mounted...]]&lt;br /&gt;
[[File:RS2MAS49GrenadeLauncher2.jpg|thumb|none|600px|A blank is inserted into the magazine...]]&lt;br /&gt;
[[File:RS2MAS49GrenadeLauncherAiming.jpg|thumb|none|600px|Before the gun is put to the ground and ready to rumble. The range is dialed in by adjusting the grenade up and down on the spigot.]]&lt;br /&gt;
[[File:RS2MAS49GrenadeLauncherKaboom.jpg|thumb|none|600px|With predictable results.]]&lt;br /&gt;
&lt;br /&gt;
===Mosin Nagant M91/30===&lt;br /&gt;
The [[Mosin-Nagant M91/30]] is the oldest gun in the game, available to the North Vietnamese factions in both the standard and sniper rifle variants. Rather hilariously, there is an achievement for getting kills with the non-scoped Mosin, fittingly dubbed &amp;quot;It belongs in a museum!&amp;quot;. Both Mosin variants are entertainingly powerful in the same &amp;quot;twomp&amp;quot; way that makes the shotguns fun. While the scoped version is a very adequate sniper rifle, the un-scoped one is a slightly less useful rifle that has good accuracy and power and nothing else outside of massive entertainment when you finally kill a guy.&lt;br /&gt;
[[Image:M9130.jpg|thumb|none|400px|Full-length, Soviet Mosin Nagant M91/30 - 7.62x54mm R]]&lt;br /&gt;
[[File:RS2VMNI.jpg|thumb|none|600px|A Marine channels his inner Papa-San with his M91/30, note the correct straight bolt handle.]]&lt;br /&gt;
[[File:RS2VMNA.jpg|thumb|none|600px|The irons, a round globe and post out front, a sight leaf and notch in the rear, simple.]]&lt;br /&gt;
[[File:RS2VMNB.jpg|thumb|none|600px|Operating the unscoped Mosin-Nagant's bolt and putting the fear of God and 7.62x54R in the trees.]]&lt;br /&gt;
[[File:RS2VMNR.jpg|thumb|none|600px|Having scared the foliage with boolet, the Marine treats his Mosin to a fresh stripper clip.]]&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|thumb|none|400px|Mosin Nagant M91/30 Sniper Rifle with Russian PU 3.5x sniper scope]]&lt;br /&gt;
[[File:RS2VSMNI.jpg|thumb|none|600px|Not to be stopped from stealing guns from the cache, the Marine takes out a sniper variant with correct turned down bolt handle.]]&lt;br /&gt;
[[File:RS2VSMNA.jpg|thumb|none|600px|The scope view, a post with two lines next to the point. The rather high placement of the reticle is accurate, although a later update allowed for a selectable option to have the reticle in the center of the scope like RO2.]]&lt;br /&gt;
[[File:RS2VSMNB.jpg|thumb|none|600px|Giving the bolt a yank.]]&lt;br /&gt;
[[File:RS2VSMNR.jpg|thumb|none|600px|And reloading it.]]&lt;br /&gt;
&lt;br /&gt;
===SKS-45===&lt;br /&gt;
The [[SKS]] appears as a usable rifle to the PAVN/VC forces. A decent all-arounder rifle, the SKS is mostly used by classes who get either this or a shotgun so if you don't want to be angry Papa-san running around with his hunting gun, here you go.&lt;br /&gt;
[[Image:Simonov-Russian-SKS45.jpg|thumb|none|400px|Russian SKS - 7.62x39mm]]&lt;br /&gt;
[[File:RS2VSKSI.jpg|thumb|none|600px|The fun doesn't stop from the stockpile, so the Marine takes his SKS to do the original version of &amp;quot;going innawoods&amp;quot;.]]&lt;br /&gt;
[[File:RS2VSKSA.jpg|thumb|none|600px|Aiming the SKS reveals the most familiar sight picture on the planet..]]&lt;br /&gt;
[[File:RS2VSKSR.jpg|thumb|none|600px|Reloading the SKS by stuffing a fresh clip in. The non-dry reload will differ by having the soldier dump the spare rounds out, then lock the bolt back and feed in a new clip.]]&lt;br /&gt;
[[File:RS2 SKS (1).jpg|thumb|none|600px|A wayward PAVN soldier brass checks his SKS after hearing the sound of distant surf rock.]]&lt;br /&gt;
&lt;br /&gt;
===SVD Dragunov===&lt;br /&gt;
The [[SVD Dragunov]] appears as another sniper rifle for the North Vietnamese forces; its semi-automatic operation and box magazines are key advantages over the scoped Mosin-Nagant.&lt;br /&gt;
[[Image:SVD Rifle.jpg|thumb|none|400px|SVD Dragunov sniper rifle - 7.62x54mm R]]&lt;br /&gt;
[[File:RS2VSVDI.jpg|thumb|none|600px|A Marine has fun with the fanciest gun in the VC Arsenal.]]&lt;br /&gt;
[[File:RS2VSVDA.jpg|thumb|none|600px|Aiming down the PSO-1 scope, a fairly accurate render of the reticle, and one of the only guns with a sealed off sight picture, accounting for the rubber eyepiece.]]&lt;br /&gt;
[[File:RS2VSVDR.jpg|thumb|none|600px|Reloading the Dragunov by yanking the mag out, the oft forgotten hold open is correctly rendered in-game.]]&lt;br /&gt;
&lt;br /&gt;
==Machine Guns==&lt;br /&gt;
===Degtyaryov DP-28===&lt;br /&gt;
The [[DP-28]] from ''[[Red Orchestra 2: Heroes of Stalingrad|Red Orchestra 2]]'' returns as an available machine gun for the North Vietnamese forces. While it might seem useless in comparison to the sheer firepower of the RPD, the DP has the advantage of being relatively controllable straight from the shoulder and coming with more than just 1-2 drums.&lt;br /&gt;
[[Image:DP-28.jpg|thumb|none|400px|Degtyaryov DP-28 - 7.62x54mm R]]&lt;br /&gt;
[[File:RS2VDPI.jpg|thumb|none|600px|The Marine takes the hero of the Great Patriotic War for a spin.]]&lt;br /&gt;
[[File:RS2VDPA.jpg|thumb|none|600px|The DP's sights, a notch and wings in front, and a leaf in the rear.]]&lt;br /&gt;
[[File:RS2VDPR.jpg|thumb|none|600px|Reloading by opening the bolt, swapping pans and smacking the fresh one on.]]&lt;br /&gt;
&lt;br /&gt;
===Degtyaryov RP-46===&lt;br /&gt;
The [[Degtyaryov RP-46|RP-46]], the belt-fed version of the DP-28 was added in Update 1.3 as an alternative to either the RPD or DP-28. What it lacks in total ammo capacity and spare rounds is made up for by allowing high power belt fed covering fire.&lt;br /&gt;
&lt;br /&gt;
[[Image:RP46.jpg|thumb|none|400px|RP-46 - 7.62x54mm R]]&lt;br /&gt;
[[File:RS2RP46.jpg|thumb|none|600px|The RP-46 in-game, the red headed step child between the DP and RPD rarely seen in games.]]&lt;br /&gt;
[[File:RS2RP46sights.jpg|thumb|none|600px|The sights, fittingly similar to the parent DP, here misaligned due to the photo being taken mid mag dump.]]&lt;br /&gt;
[[File:RS2RP46Reload1.jpg|thumb|none|600px|The reload animation for this gun is pretty seldom seen since it's issued with one belt. But the magic of supply boxes means we get to watch Charlie open the belt feed tray and swap belts...]]&lt;br /&gt;
[[File:RS2RP46Reload2.jpg|thumb|none|600px|Before closing the cover and charging the gun.]]&lt;br /&gt;
&lt;br /&gt;
===Degtyaryov RPD===&lt;br /&gt;
The [[RPD]] appears as the main light machine gun for the North Vietnamese forces, serving as a direct counterpart to the M60 with relatively controllable rate of fire, stability and sheer entertainment at folding the bipod up and running straight into battle like a madman. It uses the 100-round drum by default, but a 200-round belt variant was added in Update 1.2.&lt;br /&gt;
[[Image:RPD-Light-Machine-Gun.jpg|thumb|none|400px|RPD - 7.62x39mm]]&lt;br /&gt;
[[File:RS2VRPDI.jpg|thumb|none|600px|A Marine holds a disused RPD and wonders why SOG likes these so much.]]&lt;br /&gt;
[[File:RS2VRPDA.jpg|thumb|none|600px|Aiming the RPD with it's big sights, similar to the AK.]]&lt;br /&gt;
[[File:RS2VRPDW.jpg|thumb|none|600px|Like the M60 and the other MG's in game, firing too long will cause the barrel to warp.]]&lt;br /&gt;
[[File:RS2VRPDR.jpg|thumb|none|600px|Reloading the still toasty RPD, a bad idea as this might lead to cook offs.]]&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
===RPG-7===&lt;br /&gt;
The iconic [[RPG-7]] appears as the main launcher for the North Vietnamese forces, coming with the launcher plus 3 rounds. While it must be aimed before you actually fire, it's impressively decimating against both ground targets and helicopters. In a rare sight seldom seen in video games, there is a rendered backblast upon firing. The entire rear of the launcher becomes deadly for 10m back and can easily kill allies, enemies and yourself if you aren't careful.&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|400px|RPG-7 - 40mm]]&lt;br /&gt;
[[File:RS2VRPGS.jpg|thumb|none|600px|Like in Tripwire's other game [[Killing Floor 2]], the player cocks the hammer on the RPG off before firing.]]&lt;br /&gt;
[[File:RS2VRPGI.jpg|thumb|none|600px|Having eaten too many RPG's while playing Pilot, a Marine gets to play with the bane of his existence.]]&lt;br /&gt;
[[File:RS2VRPGA.jpg|thumb|none|600px|Aiming the RPG-7, sights so simple you can use it against anything.]]&lt;br /&gt;
[[File:RS2VRPGR.jpg|thumb|none|600px|Reloading the RPG-7 by stuffing a fresh rocket down the tube.]]&lt;br /&gt;
&lt;br /&gt;
==Grenades and Explosives==&lt;br /&gt;
===MD-82 Mine===&lt;br /&gt;
The North Vietnamese Sapper class comes armed with the MD-82 mine, a copy of the American [[M14 anti-personnel mine]]. Carrying 5 of these little bundles of fun, the MD-82 is really only useful for rigging up entryways as it's famed &amp;quot;toe popping&amp;quot; is rendered in underwhelming detail.&lt;br /&gt;
&lt;br /&gt;
[[Image:M14Mine.jpg|thumb|none|400px|M14 anti-personnel mine with safety clip attached.]]&lt;br /&gt;
[[File:RS2MD82.jpg|thumb|none|600px|A PAVN Sapper holds a tiny MD-82 in his hand.]]&lt;br /&gt;
[[File:RS2MD82-1.jpg|thumb|none|600px|Prepping the MD-82 requires to first bury the grenade in the dirt...]]&lt;br /&gt;
[[File:RS2MD82-2.jpg|thumb|none|600px|Before pulling the pin, rendering it live.]]&lt;br /&gt;
&lt;br /&gt;
===RGD-1 Smoke Grenade===&lt;br /&gt;
The Soviet RGD-1 Smoke Grenade appears as the North Vietnamese smoke grenade of choice, albeit only in white.&lt;br /&gt;
&lt;br /&gt;
[[File:RDG-1 Diagram.jpg|thumb|none|250px|RDG-1 smoke grenade diagram]]&lt;br /&gt;
[[File:RS2RGD-1.jpg|thumb|none|600px|A PAVN Squad Leader prepares to cover the range with his RGD-1.]]&lt;br /&gt;
[[File:RS2RGD-1-2.jpg|thumb|none|600px|Like the later pattern RGD-2, the RGD-1 is set off by removing the top cover and striking the top casing.]]&lt;br /&gt;
&lt;br /&gt;
===Type 67 Grenade===&lt;br /&gt;
The North Vietnamese forces use the Type 67 as their standard grenade, functioning around the same as the M61.&lt;br /&gt;
&lt;br /&gt;
[[Image:Type67Grenade.jpg|thumb|none|300px|Type 67 High-Explosive Fragmentation stick grenade]]&lt;br /&gt;
[[File:RS2Type67.jpg|thumb|none|600px|A Vietcong soldier shows us his handy Chinese potato masher.]]&lt;br /&gt;
&lt;br /&gt;
==Mounted Weapons==&lt;br /&gt;
===DShK Heavy Machine Gun===&lt;br /&gt;
Several maps have [[DShK heavy machine gun]] mounted on tripod mounts for the North Vietnamese. Feeding from standard 50-round boxes, the DShK is used both for firing on infantry but especially for anti-air and anti-helicopter roles. A player-deployable version was added in Update 1.2.&lt;br /&gt;
&lt;br /&gt;
[[Image:DSHK.jpg|thumb|none|400px|DShKM on tripod - 12.7x108mm]]&lt;br /&gt;
[[File:RS2DSHk.jpg|thumb|none|600px|A PAVN recruit gets some trigger time behind the DSHk.]]&lt;br /&gt;
[[File:RS2DSHkFiring.jpg|thumb|none|600px|The recruit lets loose, allowing us to see the large sights as well as terrifically big muzzle flash.]]&lt;br /&gt;
[[File:RS2DSHkReload.jpg|thumb|none|600px|The reload begins as usual by lifting the top cover...]]&lt;br /&gt;
[[File:RS2DSHkReload2.jpg|thumb|none|600px|Swapping ammo boxes...]]&lt;br /&gt;
[[File:RS2DSHkReload3.jpg|thumb|none|600px|Before fixing the belt, closing the top cover and racking the charging handle with help of a spent case.]]&lt;/div&gt;</summary>
		<author><name>DevaKitty</name></author>
	</entry>
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